Contracts

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Contracts

The following tables list all Contracts available on Fate's Harvest. These include all of the available Contracts from the books as well as any custom Contracts written for this game. Custom Contracts are in bold colorful text and are explained below the table lists.

Court Contracts

Eternal Autumn CtL p.159 Harvest blessings and curses of withering.
Fleeting Autumn CtL p.156 Powers to induce/ward against fear.
Spell-Bound Autumn LoS p.79 Sorcerous manipulations and ghost-speech.
Potential SaD p.138 Using potential to evoke/guide change.
Entropy DitD p.141 Breaking things down, manipulating Fate.
Four Directions WM p.134 Powers to find one's way or lose it
Misdeed HR Powers over shame, disgust, day & night.
Eternal Spring CtL p.151 Powers for growth/rejuvenation/healing.
Fleeting Spring CtL p.149 Powers to induce/use desires.
Verdant Spring LoS p.40 Using strong passions to achieve goals.
Eternal Summer CtL p.155 Powers of the sun, heat, vigor.
Fleeting Summer CtL p.153 Powers to manipulate wrath.
Punishing Summer LoS p.59 Powers of blistering heat/sun/blight.
Eternal Winter CtL p.162 Contracts of snow and ice.
Fleeting Winter CtL p.160 Powers to invoke and control sorrow.
Sorrow-Frozen Heart LoS p.99 Sorrow's numbing, emotional emptiness.

Seeming Contracts

Animation WM p.52 Magically create, repair, destroy objects.
Artifice CtL p.134 Talent for supernatural craftsmanship.
Communion WM p.32 Communicate/relate to chosen elements.
Darkness CtL p.136 Powers of cunning and nocturnal witchery.
Den WM p.19 Powers to protect/build/trick the home.
Dread HR Powers of dread and darkness.
Elements CtL p.138 Powers to command the elements.
Fang and Talon CtL p.142 Emulating, speaking, commanding animals.
Forge RoS p.99 Alter/shape the mortal world or Hedge.
Night Terrors HR Creepy crawlies that go bump in the night.
Oath and Punishment WM p.47 Sense, pursue and punish oathbreakers.
Separation WM p.40 Circumvent reality/physics/solidity.
Stone CtL p.144 Blessings of might and brute force.
Vainglory CtL p.146 Mastery of supernatural beauty/splendor.
Wild RoS p.111 Control raw/wild natural powers.
Witch Woods HR Control raw/wild natural powers.

Universal Contracts

Board SaD p.46 Power over strategy/world as a board game.
Colors HR Manipulation of color, trickery, play.
Dream CtL p.124 Entering and shaping the dreams of others.
Hearth CtL p.128 Traditional fae blessings of fortune.
Hours RoS p.102 Powers over time and age.
Illusion HR Powers over illusion & disguise.
Lost and Found HR Power over losing/finding things and places.
Lucidity DitD p.69 Manipulation of sanity and clarity.
Mirror CtL p.129 Powers to alter one's appearance.
Moon RoS p.105 Powers over derangement and hysteria.
Omen RoS p.108 Powers to see into the past or future.
Reflections ER p.34 Powers over mirrors, reflections.
Shade WM p.26 Communication and travel to/with ghosts.
Spirit HR Communication and travel to/with spirits.
Smoke CtL p.132 Powers over stealth, invisibility.
Thorns and Brambles SaD p.49 Using the Hedge to your advantage in war.
Wind HR Wind finesses movement, safety, messages.


Custom Contracts

The following Contracts were written for Fate's Harvest by staff or players. The creator will be noted in the description. If you are interested in submitting a new Contract for consideration, please follow the requirements in 'news homebrew3' when doing so.

Contracts of Colors

UNIVERSAL AFFINITY

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.

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.

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.

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.

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.

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).

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 Dread

DARKLING AFFINITY


Contracts of Illusion

UNIVERSAL AFFINITY

This Contract was created for Fate's Harvest. All text was written by Annapurna. If you like it and want to snag it to use elsewhere, credit us and be shiny.


Trickery and deception are hallmarks of faerie, and mind-addling illusions are part and parcel of the art. Changelings have claimed access to a small subset of these elusive gifts. If your character possesses any natural or supernatural resistance to supernatural mental influence or mind control, apply any appropriate bonuses when contesting the clauses below.

In all cases, the effects of this Contract are illusory. Nothing physical is ever changed, though it may feel as though it were, if the illusionist has made it so.

For all clauses, IF your character has cause to suspect illusion, you have one chance to roll Resolve + Composure to contest the caster's successes with that clause. All clauses used within sight/hearing are affected. If your successes do not EXCEED the illusionist's successes, you are fooled, and believe the illusions to be real. If you do roll more successes than the caster, you are not affected, and the target of the illusion appears as it should, with the illusion laid over it.

Should a comrade in arms fail to notice the illusion, having it pointed out to them gives them a +2 bonus to an extra roll to break through it.

In cases where the illusionist is using patently false images (say, boldly creating a drift of luminescent butterflies out of thin air), no roll is needed.

Note: as this is a MENTAL effect, it does not change what shows up on, say, security feeds or cameras. Be careful.

Faerie Gold

This contract allows the changeling to cast an illusion on a small object or handful of objects no larger than Size 2. The target(s) must be able to be held in, at most, two cupped hands. If your hands are exceptionally large, lucky you. If there are more to change than that, the clause must be used more than once to conceal them all. No living animals (microorganisms don't count) or plants may be used, but if the flower/mushroom has been picked, it is already dying. That counts as not-living.

Cost: 1 Glamour
Dice Pool: Wyrd + Wits
Action: Instant
Catch: You have someone else’s money, which you acquired without their knowledge or permission within the last 24 hours, in your pocket.

Dramatic Failure: The illusion fails to everyone EXCEPT the changeling using it. He believes it was a lovely success. At least, he does until the driver on the bus asks him why the heck he’s paying in mushrooms.
Failure: The illusion fails, and the object(s) remain what they were.
Success: The changeling’s efforts bear fruit, masking the object(s) with an illusion of their choice. This illusion affects one sense (sight, sound, smell, taste, texture) per success rolled. For example, a handful of small mushrooms could be overlaid with the illusion of a handful of coins (at a -1 modifier, as mushrooms look nothing like coins) to get past a toll booth. If the changeling rolled 3 successes, he could specify that the 'coins' LOOKED real, sounded real, felt real, but anyone smelling or tasting them would smell/taste what they really were: mushrooms. Illusions created by this clause last for the remainder of the scene.
Exceptional Success: The illusion lasts until the next sunrise.

Modifiers: The objects concealed were already very similar to the illusion cast on them (a dime becoming a quarter) (+1); objects were completely different from the illusion (soft tissue becoming shiny heavy metal, etc.) (-1)

Chimerical Diversion

This Contract allows changelings to create freeform illusions, similar to stage illusions and other equally obvious, performance-centered arts. One using this clause might trail a hand over a hoop and make it appear to be wreathed in icy flame, wear a dress and make brilliant red ‘blood’ appear to flow down over the fabric, or perhaps pull a rose from behind somebody's ear, then make it disappear in a spray of falling stars. A flight of gleaming silver doves in pearly mist might flash and glint about a paramour, misting her in diamond dust to highlight her loveliness, or other, similarly extravagant gestures.

All such illusions bear one key facet in common: they are very obviously fake. The illusory objects are too perfect, or too artfully ruined, or glow, or sparkle cartoonishly, etc., or appear too spontaneously to be real, rather than arriving naturally.

Cost: 1 Glamour
Dice Pool: Wyrd + Composure
Action: Instant
Catch: The changeling uses this clause to entertain someone he reviles.

Dramatic Failure: For the next 10 minutes per Wyrd level, uncontrolled, obnoxious illusions follow the character. He may reek of rotten eggs for no apparent reason, be smothered in a noxious green cloud, feel greasy to the touch and ooze putrid waste, hear the strident cries of dying children, or any other suitably horrible, inconvenient and discommoding illusions.
Failure: The contract fails to activate.
Success: For the next 10 minutes per Wyrd level, the changeling may spontaneously create artistic illusions. The illusions may be no larger than Size 5, and the changeling may control as many different illusions at a time as their Wyrd score. These illusions may affect as many senses each as successes rolled, and do not all need to affect the same senses at once. For example, with two successes, a Wyrd 2 changeling could call a ribbon of sepulchral light, which might glow and feel cold as it whispered past someone’s skin, while at the same time a misty green fog billowing up could smell like grave dirt and almonds. One of these illusions would need to fade before a third could be created. The changeling has complete control over when his illusions come and go.
Exceptional Success: The clause’s power lasts 15 minutes per Wyrd level instead.

Latency

One of illusion’s many gifts is the art of going unseen among enemies and those who would seek to harm you if your presence were made known. With this clause, changelings take on the appearance of an inanimate object, concealing themselves from others. The first success is always visual, but subsequent successes may be assigned to any mundane senses the user chooses.

The object may be anything which does not move of its own power, including curtains, crates, shrubberies, trees or other, similar background items. As this is illusion, not substance, the changeling must beware: no shadows will be cast, and just because you look like a closed set of curtains, that doesn’t mean the sunlight won’t shine through.

If the changeling is unobserved at any point during the effects of this clause, she may reflexively alter her illusion to become a different object, whether or not she changes her location while doing so. All aspects of this clause are subject to the modifiers below.

Cost: 2 Glamour
Dice Pool: Wyrd + Intelligence
Action: Instant
Catch: The changeling is wearing no perfume the day this clause is used, has used no scented hair or skin lotions/cleansers, no laundry detergent or fabric softener.

Dramatic Failure: The changeling disguises herself as something extremely large, visible, eye-searingly out of place, and anyone seeing her immediately knows what she looks like beneath the illusion.
Failure: The contract fails to activate, leaving the changeling without illusions. The world. It is so real.
Success: The changeling disguises herself as an inanimate object which would fit in with the local surroundings unremarked. Effect lasts one scene. The changeling cannot stop the illusion, but can overlay it with other clauses in this Contract.
Exceptional Success: The changeling may stop and resume this clause’s effects at any time until they expire.

Modifiers: add -1 penalty for every Size level of difference between the illusion and reality.

Veil of Lies

A little old woman on the side of the road pleads for kindness from strangers, her faerie nature concealed beneath aging humanity. The desperate, injured hero calls upon faerie’s power to disguise himself as a horrifying beast with more fangs than any reasonable monster should possess. With this clause, a changeling gains the ability to veil herself as someone else, casting an illusion to change sex, age, height, weight or even species.

Illusions created with this clause can be used to disguise any body type as any body type, per the modifiers below. A giant may appear to be a waifish tween. A tiny Wizened may appear to be a glorious Fairest. The princess may be a giant talking humanoid duck. These illusions must be humanoid, however far-fetched they are otherwise.

Nothing lasts forever. At the twelfth strike of the twelfth hour of the night, its power is broken, and all is as it was before.

Cost: 3 Glamour (+ 1 Willpower if impersonating a real person)
Dice Pool: Wyrd + Manipulation (vs. Wyrd + Resolve if used on an unwilling target)
Action: Instant
Catch: The changeling has lied about their identity to everyone, known and unknown, for an entire week.

Dramatic Failure: The illusionist not only fails to create a successful veil, but also manages to addle his own ability to recognize others. For the rest of the scene, any time someone goes out of sight, the changeling suffers from local amnesia, forgetting who they are or mistaking them for someone else.
Failure: The contract fails to activate.
Success: The changeling successfully veils himself or his target in the illusion of another form (or overlays his own) for the remainder of the scene. This can be used to impersonate others, with a disguise bonus equal to successes rolled. Modifiers are mandatory.
Exceptional Success: The changeling may shift their veil to another, equally potent veil once during the scene.

Modifiers: add -1 penalty for every Size level of difference between the illusion and reality; the changeling is impersonating someone she knows very well (-1); the changeling is impersonating someone he has seen often, but isn’t close to (-2); the changeling is impersonating someone she has studied thoroughly for at least one hour (-3); the changeling is trying to impersonate someone he has never seen (-5); the illusion is the changeling’s normal form with only minor cosmetic changes, for example, to conceal wounds, bad acne scars, a torn-up party dress or the scent of a skunk spraying her boot before a meeting (+1)

Dance the Hollow Hills

Where faeries dance, mortals fear to tread, and while changelings aren’t Fae themselves, they’ve managed to learn a trick or two to imitate their splendour. Using this clause, an illusionist creates what is essentially a stationary, multi-user shared hallucination, tying it to one particular location. The location needn’t be a building, but it does require some form of specific boundary marker. These may be tumbled walls of old field stones, the forest’s edge about a clearing, or even a ring of salt hastily sprinkled over a parking lot. The area covered may not exceed half an acre.

The illusory surroundings could cause a mundane office meeting room to seem a patch of mist-wreathed moors, or perhaps transform a sweetly lovely flower garden into a pitchy dark, abyssal hell of terrifying howls and flaming beasts. The details are entirely up to the creator, though aspects of a physical structure are never truly removed; those affected by the illusion will subconsciously avoid them.

No hobs, humans, changelings or other truly sapient races are transformed by this illusion, though other clauses of this Contract may be used to make them match the planned decor. Similarly, while the animate actors created by the illusion, be they ballroom dancers, clinging vines or servants eager to accept your coat, may SEEM real, they never are. The moment you relinquish your grip on your coat, you’d better hope the floor is clean, because that’s where it’s going...not that YOU will see it land there. Animals may be disguised at will, but their Size may not change.

For every extra Glamour spent, efforts to break free of the illusion suffer a -1 penalty, up to a maximum equal to the caster's Wyrd. Should subject(s) be reduced to a chance die and roll a dramatic failure on their resistance, they are thoroughly convinced of the illusions' reality, to the point of arguing it with others.

If you are standing in the area when it is cast, have been told beforehand that it will be, or it is something so far-fetched it can’t possibly be realistic (walking into the ocean floor and still breathing air when you step through the doorway on the 14th floor), you are automatically exempt from rolling to disbelieve, as you already know that it is false.

Cost: 4 Glamour (+1 Willpower for each extra contiguous room it is extended into)
Dice Pool: Wyrd + Crafts
Action: Extended, 1 minute each; rolls capped at number of dice in pool plus/minus modifiers
Catch: The changeling has bled at least 2L’s worth of blood to mark the outline of the space to be affected. This blood may be diluted or mixed with sand etc. at will.

Dramatic Failure: Offending a force which can change how others see you is never wise. For the remainder of the day, until the clock strikes twelve at midnight, the changeling suffers a -3 penalty to his Presence, persistent illusions causing him to seem slight, subtle, not particularly eye-catching.
Failure: The contract fails to activate. With no successes, nothing happens. With between 1-4 successes, shreds and wisps of unformed illusion, vague, unfinished, drift aimlessly for Wyrd minutes before dissipating into nothing.
Success: The changeling successfully calls up a mass illusion for the area. Minimum 5 successes. Lasts until next sunrise. See chart below for mechanics.
Exceptional Success: No additional benefits. Extra dice are their own reward.

Modifiers: the changeling owns or is intimately knowledgeable of the property the illusion is being cast over (+1)

Successes Rolled Mechanics
5 The changeling’s illusion is relatively sparse, bare-bones, with few non-stationary aspects. It isn’t very detailed, and may include up to 3 animate, seemingly intelligent actors.
10 The changeling’s illusion is sparse, but realistic. It is moderately detailed and may include up to 5 animate, seemingly intelligent actors.
15 The changeling’s illusion is fully fleshed out and very real. It is very detailed and may include up to 10 animate, seemingly intelligent actors.
20 The changeling’s illusion is supernally beautiful, lush with detail and may include up to 25 animate, seemingly intelligent actors.


Contracts of Lost & Found

UNIVERSAL AFFINITY

This Contract was created for Fate's Harvest. All text was written by Annapurna. If you like it and want to snag it to use elsewhere, credit us and be shiny.


NOTE: due to a Goblin Contract with the same name, when purchasing this via +xps, 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.


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)

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.


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.
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)

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)


Contracts of Misdeed

SUN/MOON COURT AFFINITY - Non-Affinity to all other Courts.

This Contract was created for Fate's Harvest. All text was written by Annapurna and Rainier. If you like it and want to snag it to use elsewhere, credit us and be shiny.


The Courts of the Sun and Moon are not as popular here in the west, but their history lives on in the echoes of immigrants from eastern Europe seeking a more righteous, or, a more liberated future in the New World.

It is fitting that, as two faces of the same ideal, the duality should share a Contract devoted to furthering their own purposes.

If you are a member of the Sun or Moon Court, you have access to your Court's variant whether or not it is day or night.

The Contract is non-affinity to non-members. If used during the day by a non-member, the shame variant manifests. If used during the night, the disgust variant manifests. Non-members may use the opposite variant off-hours by spending an extra point of Glamour on activation of the clause.

While the Moon Court takes a more laissez-faire attitude toward those with Goodwill using the sunny side of shame, the Sun Court does not share their easy acceptance. NOT spending the extra point of Glamour will be considered a mark against those who would seek the Sun's blessing.

Discerning Eye

"To err is human; to forgive, divine." Alexander Pope may or may not have the truth of it, but it's a surety that time and again, people screw up, and sometimes, they behave so poorly that it's well worth knowing just what they did, or what they'll react to if YOU do it. For your own far more noble endeavors...

Prerequisite: Mantle (SUN/MOON) 1 or Court Goodwill (SUN/MOON) 2

Cost: 1 Glamour
Dice Pool: Wyrd + Empathy
Action: Instant
Catch: The target recognizes you as an authority figure over them.

Dramatic Failure: SUN/MOON: The changeling receives an incorrect shame/disgust, and believes it to be true.
Failure: SUN/MOON: The character cannot discern any shames/disgusts.
Success: SUN: You discern one of your target's secret shames. MOON: You discern one thing which utterly disgusts your target. Contract does nothing if the target feels no shame for past deeds/holds nothing in disgust.
Exceptional Success: SUN/MOON: You discern two shames/disgusts, or learn that there are none, respectively.

Suggested Modifiers: the target is feeling guilty (+1); you have never met the target before (-1)

The Guiding Hand

If someone's behavior isn't quite aligned with your goals, it's only to their benefit, clearly, that you should give them a nudge in the right direction. This clause can only be used while you are actively attempting to persuade someone toward/against a particular action, belief or similar line of behavior.

Prerequisite: Prerequisite: Mantle (SUN/MOON) 1 or Court Goodwill (SUN/MOON) 3

Cost: 1 Glamour
Dice Pool: Wyrd + Manipulation
Action: Instant
Catch: The changeling has knowingly given someone else that person's favorite food, or has personally eaten something which revolts her within the last hour.

Dramatic Failure: SUN/MOON: The clause backfires, and the target gains a supernatural bolstering of their own beliefs, receiving a +2 on their own roll to contest the changeling's next attempt at persuasion.
Failure: SUN/MOON: The clause has no effect.
Success: SUN: The target feels supernaturally induced shame for not behaving as the changeling indicates is "right" to do. MOON: The target feels supernaturally induced disgust toward what the changeling specifies upon activating this clause.
In both cases, the changeling gains a +2 to the next Persuasion roll relating to the targeted behavior. The object of shame or disgust must be relatively specific. "Existing" would not be a permissible source of shame or disgust. "Being late to work" or "dogs whose faces look like they were cartoonishly squashed against hard objects" would.
Exceptional Success: SUN/MOON: The +2 bonus applies for the remainder of the scene, but only to Persuasion rolls specifically toward that topic.

Suggested Modifiers: the changeling has succeeded at a contested Persuasion roll with the target within the last half hour (+1); the changeling has failed at the above within the last half hour (-1)

And In The Darkness, Light

Fulfilling their ties as the Court of Day and the Court of Night, the pair shares two faces of one ultimate expression, multifaceted and all too real. Revelation and concealment, sun-fire and moon-madness, light and dark, the clause alters time and space itself to bring true day or night at the changeling's call. The effects ARE seen by mortals, and DO affect the sky, a column of blue or star-spangled black clearly visible to anyone viewing the area from a distance.

Prerequisite: Mantle (SUN/MOON) 2 or Court Goodwill (SUN/MOON) 4

Cost: 3 Glamour + 1 Willpower
Dice Pool: Wyrd + Resolve
Action: Instant
Catch: The clause is used at noon or midnight.

Dramatic Failure: SUN/MOON: The changeling's attempts backfire, dazzling his/her senses. Shadows are pitch dark, light is blinding, and for the remainder of the scene, s/he suffers a -3 environmental penalty to all vision-related rolls (Perception, seeing to climb a difficult course, gauging a jump over a gap, etc.).
Failure: SUN/MOON: The clause fails to activate.
Success: SUN: The dark conceals secrets, conceals the shameful acts of those who creep and crawl beneath the veil of night, and those of the Found Path have bargained to reveal them. For a radius of Wyrd x 10 yards, lasting one scene, the area around the changeling is bathed in the full light of a sunny afternoon. MOON: Light is all well and good, but not everybody's willing to go out in it. Liberating those of the disgusted who prefer to live in shadows, the Wayward Road's ultimate power is a dark echo of their brighter opposite. For Wyrd x 10 yards, lasting one scene, the area around the changeling is bathed in the cool dark and silvered light of midnight.
In both cases, the sun or moon is at the appropriate angle/phase for the current time of year, and plants and animals, while potentially confused, behave accordingly. For purposes of combat against or support for vampires and werewolves, the sunlight of this clause IS true sunlight and day, as the moonlight is true moonlight and night. The effect moves with the changeling.
Exceptional Success: SUN/MOON: As above, but the radius expands to Wyrd x 20 yards.

Suggested Modifiers: SUN: the contract is performed at dusk to extend the sun's power into the night (+1); MOON: the contract is performed at dawn to extend the moon's power into the day (+1)

The Forked Path

Changelings, more than many, understand what it is like to lose yourself, or to be lost. While those in the Found Path seek to help others find their way and guide them through more virtuous pursuits, the Wayward Road is lost, likes being lost, and revels in the power of forcing enemies to lose their path. Whether or not their targets will enjoy the curse as much as they do is yet to be seen.

Prerequisite: Mantle (SUN/MOON) 3 or Court Goodwill (SUN/MOON) 5

Cost: 2 Glamour + 1 Willpower
Dice Pool: Wyrd + Manipulation
Action: Instant
Catch: The changeling has spent an hour or more within the last 24 hours working on a project/goal which will benefit someone other than himself.

Dramatic Failure: SUN/MOON: The clause instead curses the wielder with the negative effects of a standard success.
Failure: SUN/MOON: The clause has no effect.
Success: SUN: Guide a single target (self or other) down the Found Path. As below, save that the penalty is applied to those who would hinder the target from pursuing her goals. Select a category (physical mental social) to receive this blessing at the time this clause is activated. Lasting a number of hours equal to successes rolled, the target is supernaturally blessed, and those who would seek to influence her or contest her using rolls within that category are unable to muster their customary charm or skill.
MOON: Guide a target (hopefully other) down the Wayward Road. Lasting a number of hours equal to successes rolled, the target is cursed, prone to doing, and going, precisely what or where he shouldn't, as regards actions in one of the categories writ above. While there is no innate damage related to the clause, the player of the target is welcome to invent narrow escapes to explain the jarring effects of the curse; the wayward road is often one of mischief close to malice. The changeling using this clause cannot specify exactly what troubles the target suffers. Select a category as above. The target of the curse receives a -2 penalty to all actions taken using attributes or skills under that category. They are clumsier or slower on the draw, a bit befuddled or distracted by extraneous thoughts, their oratory falls flat or they pick angles just a bit off true when they try to persuade someone toward their way of thinking.
Exceptional Success: SUN: as above, with the additional benefit of lasting a number of DAYS equal to successes rolled, and of +2 to any Breaking Points suffered under the clause's influence. MOON: as above, with the additional benefit of lasting a number of DAYS equal to successes rolled. Additionally, the curse is so deeply disturbing that the target must succeed on a Breaking Point roll or lose Clarity. The targeted player is encouraged to invent a reason for the lapse. As always, roll to a +myjob.

True Of Heart

While the Courts of Sun and Moon disagree about as much as possible, they can't deny the value of being true to yourself and your ideals. Granted, their version of WHICH self you should be true to does differ...

Prerequisite: Mantle (SUN/MOON) 4

Cost: 2 Glamour
Dice Pool: Wyrd + Composure
Action: Instant
Catch: There is another party complicit in the act. You are an excellent/horrible influence.

Dramatic Failure: SUN/MOON: The contract backfires, reversing its effects. If the changeling rolled for Sun, gain the benefits of Moon, and vice versa, along with a -3 penalty to act according to the intended vice/virtue.
Failure: SUN/MOON: The clause fails to activate.
Success: SUN: +3 to rolls to act in accordance with one's virtue. Gain 9-again if the action is done to uphold a promise or pledge. MOON: +3 to rolls to act in accordance with one's vice. Gain 9-again if the action is done to break a promise or pledge. The clause remains active for the remainder of the scene.
Exceptional Success: SUN/MOON: As above, but the changeling gains 9-again on all actions to uphold his virtue/vice and 8-again if the action is done to uphold/break a promise or pledge.

Contracts of Night Terrors

DARKLING AFFINITY
These clauses all relate to the creepy crawly dreaded things that go bump in the night.

All clauses written by Reagan@Fallcoast, used with his permission.

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

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.

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
Dice Pool: Wyrd + Dexterity
Action: Instant
Catch: The Changeling spends ten minutes stretching their limbs. Yes, Yoga counts.

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.

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
Dice Pool: Wyrd + Wits
Action: Instant
Catch: The Changeling does not wear shoes or socks of any kind.

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!

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
Dice Pool: Wyrd + Persuasion
Action: Instant
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.

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.

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
Dice Pool: Wyrd + Manipulation vs. Wyrd + Resolve
Action: Instant
Catch: The Changeling strikes a match and puts it out on their tongue doing 1B.

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 take 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 Spirit

UNIVERSAL AFFINITY
Finding a Spirit in the Hedge is a rare occurrence. Finding one in Arcadia, well, it would take a Gentry to measure how common the alien entities are. However infrequently they might be found, it is clear that the Gentry have dealt with Spirits before, and contracted a great deal of power over them. Changelings, meanwhile, benefit from some of these ancient dealings, and are able to learn clauses of the Contract of Spirit.

Ephemeral Presence

Spirits flit about the world, unseen and unfelt, touching almost every corner of the world. This clause allows the changeling to see, hear and attempt to speak to any spirits in her area (same room, or conversational distance outside) in Twilight for a scene.

Cost: 1 Glamour
Dice Pool: Wyrd + Presence
Action: Instant
Catch: The Changeling carries an object that shares a spiritual resonance with the spirit they are attempting to see. Ex: A lit candle, to speak with a fire spirit. A leash, to see a spirit of obedience.

Dramatic Failure: The clause fails, but the changeling thinks she is talking to a spirit and holds a conversation with empty air.
Failure: The changeling cannot see or speak to the spirits.
Success: The changeling sees, hears and can speak to spirits in the area. This grants no ability for the spirit to converse with the changeling if they are not already able, nor any ability for the spirit to understand languages it does not already know. Spirits that have been near humanity for years tend to pick up human languages, but otherwise speak in the First Tongue. In addition, ghosts are in no way compelled to speak with or assist the changeling, though making deals is always possible.
Exceptional Success: The nearest other person is also affected by the clause -- whether the changeling wants him to be or not.

Spirit Companion

This clause causes a spirit to partially materialize, granting them access to the material world in a way that is so often denied to them. The spirit being targeted is given the ability to affect one sense (sight, touch, hearing) of everyone participating in the clause for one scene. If Spirit Companion is cast indoors, everyone in a single room is susceptible to the clause; if the clause is cast outside, everyone within sight of the changeling using the clause is affected.

Cost: 1 Glamour
Dice Pool: Wyrd + Manipulation
Action: Instant
Catch: The changeling presses a drop of her own blood to the forehead of everyone participating in the clause.

Dramatic Failure: Instead of giving the target spirit the power to interact with the living, a minor, malicious spirit gains the freedom of sensory interaction for the scene. The spirit will act in as cruel and vicious manner it can, with the sense available, for the duration of the scene.
Failure: The spirit is unable to interact.
Success: The spirit is able to interact with the material world for the scene. Note that this contract affects the spirit, who is considered to be partially materialized. Any sense that is affected will go "both ways", so the spirit in Twilight can be seen, heard, or felt, and likewise, living creatures can see, hear, and touch the spirit.
Exceptional Success: The spirit can be seen as well as whatever other sense has been selected. If sight was the chosen sense, then touch is the one added for free.

Paranormal Activity

Spirits were not meant for this world. They exist in Twilight, usually, because they simply have no means to exist in the material world. This clause gives substance to the insubstantial, and fully materializes a spirit.

Cost: 1 Glamour
Dice Pool: Wyrd + Manipulation
Action: Extended (one success per target)
Catch: The changeling has set up a means to aid in the manifestation. This usually means several material representations of the spirit itself, such as idols, or figures made of clay or sticks. The spirit does not inhabit the physical representation of itself, and instead materializes as it's own entity.

Dramatic Failure: The spirit is not made manifest to the living; severe "poltergeist" activity is generated instead. For the duration of the scene, the location is full of loud roaring noises and horrible smells, hair and clothing are pulled and the like. The dishes are thrown and shattered; fragile objects are particularly subject to the poltergeist activity.
Failure: The spirit is not made manifest.
Success: The spirit gains the Materialize condition for the scene. The spirit is wholly in the material world. Note that this does not give the spirit a new form, or any means to communicate that it does not already have.
Exceptional Success: The spirit remains material from sunrise to sunset, able to move and interact freely.

Commune With The Spirits

Spirits are decidedly alien. They exist in another world, and when they cross to this one, they are often without a physical from at all. Not only that, but communicating with them can be incredibly difficult, as they lack human-like understanding, and also generally do not speak any human languages. This power rouses a spirit and infuses it with the necessary sentience to converse with the Changeling.

This clause can target a specific spirit, or be used on an object or in an area to awaken a spirit mote.

Cost: 2 Glamour
Dice Pool: Wyrd + Strength
Action: Extended (one roll per turn, target is four)
Catch: The changeling "feeds" the spirit by wounding herself and offering her blood, taking one point of bashing damage per question.

Dramatic Failure: A spirit appears, but the information provided is incomplete or incorrect in some significant way that is not immediately obvious to the changeling.
Failure: No spirit appears.
Success: If the Changeling targets an existing spirit, the spirit will be granted the ability to speak and comprehend whatever language the changeling chooses, and be compelled to answer one question per success. If there is no spirit to target, the changeling will target an object, a place, or speak aloud a concept. A spirit mote is created (which counts as a Rank 0 spirit) in a form appropriate to the resonance of the spirit, and it will answer one question per success precisely and honestly. Largely, the spirits are limited to questions about their own nature, the nature of their resonance, or something the object may have observed. The spirit will not provide any information beyond what is requested.
Exceptional Success: The spirit will provide any important additional information that the changeling might not have known to ask for, or knew she needed.

Piercing The Gauntlet

Spirits exist in the spirit world known as The Shadow. This is a strange, fun-house mirror version of reality, where concept has form, and emotions have true power. This clause creates a doorway through the gauntlet, allowing the changeling to pass through and end up in the exact same spot in the Shadow. This clause must be invoked on some manner of physical portal that could serve as a doorway - an actual doorway, an archway, etc. This passage cannot be created in the Hedge, or Arcadia; attempts to do so are quite likely to draw the attention of the Gentry.

Cost: 1 Glamour
Dice Pool: Wyrd +
Action: Instant
Catch:

Dramatic Failure:
Failure:
Success:
Exceptional Success:


GAUNTLET STRENGTH:

Location Strength Modifier
Dense urban areas 5 -3
City suburbs, towns 4 -2
Small towns, villages 3 -1
Wilderness, countryside 2 0
Loci 1 +1


Contracts of Wind

UNIVERSAL AFFINITY
Thank you to Kurt@TheReach for inspiring the first and final clauses of this Contract. All text is written by Annapurna.

Wind is fickle, wind is strong, and wind is everywhere open even the slightest bit to sky. This Contract calls upon the wind to share a few of its more useful capabilities.

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.

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.

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.

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.

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.

Witch Woods

DARKLING AFFINITY

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

Created by Elmo@Fallcoast, and borrowed with his permission.

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
Dice Pool: Wyrd + Stealth
Action: Reflexive
Catch: Character starts a fire, smokes a cigarette, vapes or otherwise creates fog/smoke/mist.

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.

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
Dice Pool: Wyrd + Wits vs. Wyrd + Resolve
Action: Instant
Catch: You create a doll or other representative facsimile of the target.

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.

That Which Watches

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

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

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.

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
Dice Pool: Wyrd + Survival (or Wyrd + Survival vs. Wyrd + Resolve)
Action: Instant (or Resisted)
Catch: Caster’s bare feet are touching the earth/wading in water.

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.

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
Dice Pool: Wyrd + Intimidation
Action: Instant
Catch: The Contract is cast on personal property/territory.

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.