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contract descriptions

May 9th, 2017
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  1. [ 1 ] Creeping Dread ( Changeling: The Lost -- Page 136 )
  2. This clause causes those affected to become less resistant to fear or intimidation. The target or targets initially feels a mild shudder of fear and then becomes considerably more susceptible to any event that could make them afraid or intimidated, including anything that might trigger a Phobia derangement.
  3.  
  4. Cost: 1 Glamour or 2 Glamour + 1 Willpower
  5. Dice Pool: Manipulation + Wyrd - Resolve
  6. Action: Instant
  7. Catch: The changeling is using this clause to frighten intruders into her dwelling.
  8.  
  9. /Dramatic Failure:/ The target or targets gain +1 die to resist fear and are immune to this clause for the next scene.
  10. /Failure:/ The Contract fails and has no effect on the target or targets.
  11. /Success:/ The target or targets feel mild fear and experience a penalty equal to the changeling's Wyrd to all Resolve or Composure rolls to resist fear or intimidation. If the changeling spends one point of Glamour, this clause affects one target the changeling can see clearly. If the changeling spends two points of Glamour and one point of Willpower, the clause affects everyone within three yards per dot of Willpower the changeling possesses. In both cases, this effect lasts for one scene.
  12. /Exceptional Success:/ The penalty to rolls to resist fear is equal to the changeling's Wyrd +2.
  13.  
  14. Suggested Modifiers: The target or targets are already somewhat afraid (+2); The surroundings are dark and spooky (+1); The targets are vigilant and expecting trouble (-1); The surroundings are brightly lit and not conducive to fear (-1).
  15.  
  16.  
  17. [ 2 ] Night's Subtle Distractions ( Changeling: The Lost -- Page 136 )
  18. This clause allows the Lost to avoid notice by enhancing physical conditions that limit perception. A dark night seems darker, background noises that obscure the changeling's footsteps seem louder, distractions become more distracting and strong smells can even block a bloodhound's ability to track the changeling.
  19.  
  20. Cost: 1 Glamour
  21. Dice Pool: Wyrd + Stealth
  22. Action: Instant
  23. Catch: The clause is invoked outdoors at night.
  24.  
  25. /Dramatic Failure:/ The targets are unaffected. Instead, the Contract affects the changeling and everyone she attempted to exclude from the Contract for the next scene.
  26. /Failure:/ The Contract affects no one's perceptions.
  27. /Success:/ This clause affects everyone within 50 yards of the changeling. The changeling is not affected, and can also choose to keep anyone in physical contact with her from being affected. Everyone else within range doubles all environmental penalties to Wits rolls involving perception, including Wits + Composure rolls, as well as Wits + Skill rolls to notice events or Wit's + Investigation rolls to intentionally search for something. In a quiet, well-lit room or hallway, there are typically no environmental penalties, and this Contract provides only a -1 die penalty to these rolls. This Contract affects perceptions, not actual environmental conditions. Darkness does not actually become darker, and sounds don't actually become louder. Only the targets' perceptions are changed. This clause lasts for the next scene and affects the individuals nearby when it is performed. If someone new arrives, she will be unaffected. However, anyone affected will continue to be affected, even if he moves more than 50 yards from the changeling.
  28. /Exceptional Success:/ The Contract affects everyone in range that the changeling does not protect, including people who come within range later. The changeling does not have to be in physical contact with those she wishes to spare from the Contract's effects.
  29. Suggested Modifiers: Total environmental modifiers to perception are no more than -1 (-1); Total environmental modifiers to perception are -3 or higher (+1).
  30.  
  31. [ 1 ] Witches' Intuition ( Changeling: The Lost -- Page 156 )
  32. The character dredges knowledge of one fear from the subject's mind or subconscious.
  33.  
  34. Prerequisite: None
  35. Cost: 1 Glamour
  36. Dice Pool: Wits + Wyrd - subject's Composure
  37. Action: Instant
  38. Catch: The Contract's subject does not know the character's name.
  39.  
  40. /Dramatic Failure:/ The character fails to discern one of the subject's fears. Worse, the next time the character speaks to the subject, the character will accidentally let the subject know one of hers.
  41. /Failure:/ The character learns no fears.
  42. /Success:/ The character acquires knowledge of one of the subject's fears. See the list of suggested modifiers below for guidelines on what fear the character learns.
  43. /Exceptional Success:/ The character learns two fears of the targeted level, if there are two such fears to be had.
  44.  
  45. Suggested Modifiers: The character has a pledge with the target (+1); The character learns a fear not currently concerning the target (-1); The character learns a specific kind of fear, i.e., Halloween monsters, school-related, etc. (-1); The character discovers a fear the target recognizes but generally keeps hidden (-2); The character finds a fear the target hides even from herself (-3).
  46.  
  47. [ 1 ] Riddle-Kith ( Changeling: The Lost -- Page 129 )
  48.  
  49. This clause has its roots in purely fae intrigues, allowing changelings to interact with one another without being recognized. It works with the fundamental nature of changeling physiology to allow a changeling to seem as if she hails from some kith or seeming other than her own. Riddle-Kith works exclusively on the general features of a mien, meaning that it creates only the impression that the individual is of a certain seeming. In other words, it wont allow the changeling to selectively alter her features, nor will it permit the changeling to emulate a specific changeling, but it will give a clear impression of belonging to an entirely different seeming or kith. The new appearance is notably different from the old. For instance, a storm-attuned Elemental resembling a Japanese goblin who chooses to look like an Ogre wouldn't look like an oni of similar coloration, but is much more likely to look European or otherwise significantly unlike himself. This Contract doesn't affect the Mask.
  50.  
  51. Cost: 1 Glamour
  52. Dice Pool: Manipulation + Wyrd
  53. Action: Instant
  54. Catch: The changeling must have dined with a member of the selected kith within the past week.
  55.  
  56. /Dramatic Failure:/ The changeling loses all control of her attempted illusion, instead appearing simply as something utterly unnatural. She may acquire a hodge-podge of beastly features, or her skin may mottle or spall off. The ultimate effect is that the changeling simply looks horrendous for the duration of the scene instead of looking as if she belongs to a distinct seeming, imposing a -1 die penalty to all Presence dice pools (except those related to Intimidation) during that time.
  57. /Failure:/ The Contract changes nothing about the changeling�s appearance.
  58. /Success:/ The changeling takes on the features of a seeming or kith of her choice, though what features, exactly, the Contract bestows are up to the Storyteller. This power lasts until the next sunrise or sunset, whichever comes first, though the changeling may choose to end the Contract before that if she wishes.
  59. /Exceptional Success:/ As with a standard success, though the changeling may choose the exact array of features this Contract grants her, so long as they're congruous with the seeming she chose.
  60.  
  61. Suggested Modifiers: The character has never seen a member of the seeming in question in person, and instead relies on descriptions or legends of the seeming.
  62.  
  63.  
  64. [ 2 ] Skinmask ( Changeling: The Lost -- Page 130 )
  65. The changeling alters her flesh to appear as another individual. This change affects only a single limb or other aspect of the character, so only her hands or her face or her back can be made to resemble that of another person. This clause is often used to enhance disguises, though it is sometimes used to emulate unique birthmarks, signature tattoos, etc. It affects both Mask and fae mien. The feature so modeled must be a real feature that exists on a known subject, and it must come from a human (or at least partially human) source. Changelings can use this Contract multiple times to reproduce multiple features, but the cost must be paid each time and the roll must be made each time, as well.
  66.  
  67. Cost: 1 Glamour
  68. Dice Pool: Stamina + Wyrd
  69. Action: Instant
  70. Catch: The changeling appropriates an object belonging to the individual whose features she plans to reproduce.
  71.  
  72. /Dramatic Failure:/ The Contract fails grotesquely, disfiguring the changeling instead of mirroring the model. This may result in a distortion on the face, a withered limb or a horrendous discoloration of the skin. For the remainder of the scene, the character suffers a -1 die penalty to any Presence-based dice pools (except those involving Intimidation) when the disfigurement is visible.
  73. /Failure:/ The changeling fails to emulate the desired feature.
  74. /Success:/ The changeling emulates the feature in question so that it passes inspection by those who would best know the modeled subject. This power lasts for the duration of the scene, though the changeling may choose to end the Contract before that if she wishes.
  75. /Exceptional Success:/ The changeling has so mastered this particular expression of the other character's physical aspect that she doesn't have to roll to re-attain this particular feature if he invokes this Contract at a later time. He must still pay the cost as normal, though.
  76.  
  77. Suggested Modifiers: The character has never actually seen the feature in question, as with, "Well, she has a birthmark the color and shape of a wine stain just above her belly-button" (-2).
  78.  
  79. [ 1 ] Lunatic's Knowing Glance ( Rites Of Spring -- Page 105 )
  80. The changeling can instantly tell if anyone she is looking at suffers from a derangement. She also gains some insight into the precise nature of any derangements she sees.
  81.  
  82. Cost: 1 Glamour
  83. Dice Pool: Wits + Wyrd
  84. Action: Instant
  85. Catch: The changeling is dressed as a medical professional and behaves as such a person.
  86.  
  87. /Dramatic Failure:/ For the next full scene, the character receives utterly random and false information about who does or does not possess which derangements.
  88. /Failure:/ The clause fails, and character gains no information about the mental health of people she observes.
  89. /Success:/ By spending one point of Glamour, the character instantly knows the nature of any and all derangements suffered by anyone she can see clearly. She can tell a paranoid from a schizophrenic at a glance and can also easily see if someone is completely sane. She can also tell details about the particular type of madness the person has, such as what someone with a phobia is afraid of, what behavior an obsessive compulsive is driven to perform and what a multiple personality's different personalities are roughly like. This ability lasts for the next full scene. Each success on this roll also provides the character with one die for any attempt to help someone she observes to overcome his derangement. Alternatively, the character can use these dice as a bonus to any attempt to trigger a particularly severe episode of the target's madness.
  90. /Exceptional Success:/ The character is also able to have some sense of what event triggered the person's derangement.
  91.  
  92. Suggested Modifiers: The changeling talks to the people she is observing (+1); The changeling is observing people through a window or live video link (-2).
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