Now, will be getting to work on other stuff later, but had a few thoughts for two things.

*****

First, I came up with a lore/fusion for the Brienne Mage thing. Hint: Viserys might have meant things when he said "WAKE the dragon."

Also, on a completely different note, I thought of an idea for a Changeling-centric fusion that I could actually run as a fictional rewrite/divergence of ASOIAF. Starting out similar though for different background reasons, and then diverging far and reasonably fast.

****

If she leaves the hedge in England she will probably stay there. If she comes out almost anywhere else, she'll go back to Singapore.

Incidentally, have you ever thought about a one-on-one RPG before...
 
Last edited:
If she leaves the hedge in England she will probably stay there. If she comes out almost anywhere else, she'll go back to Singapore.

Alright.

Contracts are the primary and central magic of Changelings. Bargains struck with the very forces and ideas of the world, some are inherited from the True Fae who made them, Changelings being close enough that they can 'sign' the Contract, while others are made by and for Changelings, most of all the Court Contracts.

Contracts are with the forces of reality itself, and so they can be very distinctive indeed, though also odd.

Sometimes weak, sometimes powerful.

For character creation, you don't have to worry about 'affinity.' For you get, simply put, five dots of Contracts total. Two of them must be placed into a Court or Seeming Contract area, but that's not a very deep requirement at all.

Each Contract has a total of five clauses, and each power must be purchased in order.

All Contracts have a 'catch' a way that the Contract can be done for free.

Oh, one more note. I'm trying to be brief, but a dramatic success (5 successes) usually does really good things, and a dramatic failure (when you roll only a chance die and it fails) tends to mean that not only does the power not work, but it backfires. So, small hint: don't purchase Contract Clauses where you'd only be rolling a chance die.

Now, to start, Seeming Contracts.


Fairest Contracts--

Contract of Vainglory

[1] Mask of Superiority (Cost: 2 Glamour, Dice Pool: Wyrd+Intimidation-Target's Resolve)
Catch: The changeling pretends to be a socialite or similar celebrity whose fame comes from high standing or good looks alone.
Effect: The Changeling can convince a person they are high-ranking, whether someone important at the job, or a celebrity. It's general, so you can't choose *which* celebrity, and people tend to act accordingly. Each success on the roll grants 1 extra dice to impress, intimidate or command the target. This power lasts one scene.

[2] Songs of Distant Arcadia (Cost: 2 Glamour, Dice Pool: Presence+Expression)
Catch: Giving a performance in front of a wealthy or powerful audience.
Effect: Bonus dice equal to Wyrd on all Expression rolls for the next scene.

[3] Splendour of the Envoy's Protection (Cost: 3 Glamour, Dice Pool: Presence+Wyrd)
Catch: Invoked at a Formal Party of at least a dozen people.
Effect: The Changeling strips off their Mask, revealing their fae Mien to the world, which is awed by its glory. They gain the social effects of the Striking Looks Merit (bonuses to socializing), and as long as they make no threatening moves or have no weapons, humans can't attack them and it takes a successful willpower roll for supernatural beings to attack them. Cameras and the like incidentally don't work, and humans misremember it afterwards being 'a nice costume' or 'they were really pretty.'

[4] Mantle of Terrible Beauty (Cost: 2 Glamour+1 Willpower, Dice: Intimidate+Wyrd vs. Composure+Wyrd) Catch: The character is fighting a duel or previously agreed upon fight.
Effect: Within three yards per Wyrd, all beings must roll to resist pure terror. If they fail their roll, they automatically flee, and if they cannot flee, take -2 to ALL dice rolls from their blind panic. But those who succeed are instead awed, and take -2 to all attack dice rolls, and the Changeling gets +2 to all Intimidation dice rolls. It affects EVERYONE, no being selective, unless they are in your Motley or share your Court.

[5] Words of Memories Never Lived (Cost: 3 Glamour+1 WP, Dice: Wyrd+Expression vs. Composure+Wyrd) Catch: The Changeling's trying to convince someone of something she thinks is factually correct.
Effect: Contested and extended roll (one roll of the dice a minute), in which the Changeling tells a story. People fall into a dreamlike trance, and those that fail their rolls come to believe that what the story is telling actually happened, or that they even witnessed it personally. The Changeling can't control how they react to this, but sometimes it's pretty obvious. "X was the real murderer all along!" "He's not really a bad guy, he didn't do what you think he did" etc, etc. Damn powerful. Holy fuck.

Contract of Separation

[1] Separation (Cost: 1 Glamour, Dice Pool: Dexterity+Wyrd)
Catch: The character is wearing fancy shoes that would be ruined without this Contract.
Effect: Can move across any solid surface as if she weighed only ounces. Leaves no tracks, can run across snow as if it's solid ground, takes only bashing damage from falling. -2 to tracking. Can also climb things that normally wouldn't support their weight. Lasts a scene.

[2] Evasion of Shackles (Cost: 1 Glamour, Dice Pool: Wyrd+Larceny)
Catch: The Changeling has been unjustly imprisoned
Effect: Freed of *all* restraints (ropes, chains, handcuffs). Cannot open locked doors unless they're in an area where the locked door significantly impedes their movement (like, locked in a trunk).

[3] Breaching Barriers (Cost: 1 Glamour can optionally spend 2 if Exceptional Success is gotten, Dice: Presence+Wyrd) Catch: The Changeling has been imprisoned by someone else.
Effect: Can walk through any locked door or window as if it wasn't there, setting off no alarms and leaving no trace of their entrance.

[4] Elegant Protection (Cost: 2 Glamour, Dice: Dexterity+Wyrd)
Catch: You're unarmed and not trying to attack anyone. If you activate this and *then* attack, the Wyrd punishes you with burning 3 glamour and immediately ending the clause.
Effect: Attacks swerve to avoid the elegant Fairest, even if she can't move to dodge. She adds her Wyrd to *all* defensive rolls, even against guns. And she looks cool while doing it. Lasts 2 turns per success.

[5] Phantom Glory (Cost: 2 Glamour+1 WP, Pool: Wyrd+Persuasion
Catch: Carries no weapons, wears no armor, it immediately ends if you use the Catch *and* don or pick up either.
Effect: Becomes intangible to all physical things, can attack and be attacked by ghosts. Can't fly, but can walk on water, through walls, and can even jump up and pull herself from floor to floor if she wants. Immune to physical attacks, obviously. Lasts the rest of the scene, or until they deactivate it.

Since you were the sky for a while, I figured that Elemental Contracts would interest you. Now, you can choose the Contracts for any Seemings, but I'm trying to anticipate what you might actually use.

Elements

Pick an element. Air, Wind, Mist, Fog, Fire, Metal, Wood, Plants...you can be pretty creative, as long as you don't do that stupid 'periodic elements' joke. Each element has to be purchased separately, but in-game there is a discount. Half-cost for any Clause you've already bought. So if you had Elements (Air) 4 and Elements (Metal) 1, you could buy (Metal) 2 for half-price. Either way, on we go!

[1] Cloak of the Elements (Cost: 2 glamour, no rolling)
Catch: The Changeling has something that symbolically represents the element. Like a picture of a mountain for earth, a lighter for fire, and so on.
Effect: Protected from the element itself. And all forms. Elements (Fire) allows you to walk in death valley or through fire unharmed. It subtracts one point of damage per wyrd for direct damage (like the fire), but doesn't work against anything made as a weapon (Elements Metal doesn't make you immune to swords). Lasts a scene.

[2] Armor of the Elements Fury (Cost: 2 Glamour, Dice: Dexterity+Wyrd)
Catch: The Changeling touches the element as they use the contract. If it's an element that's everywhere (like air) it needs to be a notable example. Put your hand up to feel a strong breeze, etc.
Effect: Surround yourself in a frenzied hostile armor of the element. Wreathed in fire or whirling wind, the Changeling does half-Wyrd (round up) Lethal damage to anyone they touch, and anyone or anything hitting them takes this damage too. Cannot combine with brawl, they have to use the element to attack, separately. Dice pool for this special attack is Dexterity+Brawl+half-Wyrd. Also, you get a point of armor. Can be used to cover only a small part of you. Lasts a scene.

[3] Control Elements (Cost: 3 Glamour, Pool: Manipulation+Wyrd)
Catch: The area is dominated by the element. Like, you're in the middle of a fire, deep in a forest, on a narrow bridge with nothing but air to catch you…
Effect: Take control of an element that is present and direct its movement. Must be within Willpowerx2 yards of it to do so. Can make it take shapes like walls or clouds of mist. Non-solid elements move at a speed of twenty, while solid elements can only go a yard a turn. Can work on mechanical objects or even ropes (if it's the right element). Can turn things powered by electricity on or off, or turn on lights or alarms, but can't have fine control over a complex system. Lasts a scene, and each success increases just how much they can control/move.

[4] Calling the Element (Cost: 4 glamour, Pool: Wits+Wyrd)
Catch: You're calling just to impress and awe viewers, for no practical reason.
Effect: Call an element whose source you know (behind that house is a fire!) or that you can see. It moves towards them if able. You can call lightning from the sky, or have a lake empty towards you, or have a metal lamppost unable to break free still BEND towards your direction. The elements come towards the Changeling or any location within Wyrd x 10 yards of them. Once it's there, you can then Control it with the previous Contract. Lasts a scene, and holy shit, you can call lightning down from the sky to your will.

[5] Becoming the Primal Foundation (Cost: 4 Glamour, Pool: Manipulation+Wyrd)
Catch: The character sits and contemplates an element for at least a half-hour prior to using this.
Effect: You turn into a living form of the element. A sentient breeze, a living fire, a metal man…
Solid elements add half-Wyrd to Strength and Armor, though it doesn't count for speed. Insubstantial elements have no physical characteristics, but triple speed! Forms that do damage (fire or electricity) do either lethal or bashing damage at half-Wyrd. Lethal if fire, bashing if water or electricity, etc. To attack, make a normal brawl or weaponry roll. Flaming sword! If it's a non-solid form, you're mostly immune from harm, but if, say, someone puts you out you revert to your normal form, lose too willpower from the shock, and cannot use the clause for a day. Lasts a scene or until it is deactivated.

Communion

Same rule as above!
[1] Sense Elements (Cost: 1 Glamour, Pool: Wits+Wyrd)
Catch: Meditate for ten minutes and make a successful meditation roll.
Effect: Locate all examples of an element within Wyrd x 10 yards of her. More powerful than it seems. Metal lets you know all guns in the area and whether they are loaded, Air lets you sense the shapes of all people within the area, Electricity lets you see the wiring in the wall, etc, etc. Lasts a scene.

[2] Primordial Voice (Cost: 1 Glamour, Pool: Socialize+Wyrd)
Catch: The character makes a minor offering to the element -- polishing metal she is going to talk to, sweeping flagstones, singing for the air, adjusting the lights to make shadows larger, etc. In addition to the effort involved, such efforts also take at least a few minutes of time.
Effect: For each success, can ask elements within Wyrd x 3 yards about what they've seen in the past success days. Or felt. They might not know all human details, and light, for instance, is likely going to give you visions, sound is going to make you HEAR what happened, etc. They can answer your questions about what happened to them and who passed through, and so on.

[3] Distant Connection (Cost: 2 glamour, 1 optional WP, Pool: Persuasion+Wyrd)
Catch: The example of the element is familiar to her. The wood of her house, the metal of her car, etc.
...whoo boy, this is complicated enough that I'll just copy-paste the relevant entry.
Success: The changeling is able to share the senses and experiences of her element within the range of her senses. Common ones like air within Wyrd x 30 yards, uncommon ones (electricity, fire, metal) within Wyrd x 300 yards. A character using this Contract on air or on water while out on a lake could sense any large relatively rapidly moving objects such as cars or trucks, boats, large fish or submarines. Similarly, a character sensing fire could locate every lit match, candle, campfire or cigarette within range, and a character sensing water in a city could sense every pipe full of water as well as every drinking fountain, fire hydrant or tap that was in use. In addition to sensing the element, the character can also focus her attention on a specific manifestation of the element. She then extends her senses so that she can see an area around a specific lit cigarette or running faucet or see any specific location containing a ubiquitous element, such as air. The character can see and hear everything occurring within a radius of (Wyrd) yards, centered on the manifestation of the element. If the character spends a point of Willpower and makes another Wyrd + Persuasion roll, she can persuade a single manifestation of the element to briefly become more powerful and direct its power. The character could make a lit cigarette burst into flame and potentially set anything within a few inches on fire. She could also cause a light bulb to explode, a running tap to surge with water and splash everyone within a few feet of it, an electrical socket could shock someone a foot or two away or air to blow papers off a desk or a hat off someone's head. None of these elemental manifestations can be stronger than the element could theoretically do on its own -- a cigarette cannot suddenly flare up into a campfire, and none of these bursts of power last more than one turn. The character can affect the element as often as desired, but each attempt costs one point of Willpower.
[4] Elemental Servitor (Cost: 3 Glamour, Pool: Wyrd+Persuasion)
Catch: The changeling performs a significant favor for the element, such as thoroughly cleaning a public fountain, spending an hour or more polishing a large stone statue or hanging up ribbons and bits of paper for a wind to blow immediately before using this clause. Rather personifying things, aren't you?
Effect: The element in question turns into an intelligent (smart dog) elemental under their control. The size of the element in question is Wyrd x 5 yards, and they must touch it for it to work. Its Power Stats (Intelligence, Presence, Strength) and Resistance Stats (STamina, Composure, Resolve) are equal to the Changeling's Wyrd, while its Finesse stats are equal to successes. You can only animate what's there, and it has to be reasonable: a 2 pound rock isn't going to have Strength 4. It obeys all commands from its creator, and remains animated for one scene.

[5] Elemental Ally (Cost: 3 Glamour+1 Willpower, Pool: Presence+Wyrd)
Catch: When first using this clause on the element, the changeling negotiates with the element, promising some service or other payment in return for having the element as a temporary ally. Successfully bargaining with the element and paying its price are the catch for this clause. The favor asked is invariably hazardous, arduous or expensive.
Effect: An element becomes aware and intelligent for a whole week. It can only animate for one scene total during the duration, but even when not animate, it listens to orders that don't lead it to destroy itself, and it is perfectly willing to, say, keep watch and note who enters a room or do other simple tasks. It has senses that extend Wyrd x 10 yards for this task. It can be given a trigger for the time of the one scene of animation ("When someone breaks in, flame, turn into a giant flame elemental and smash them!" or "At 3 AM, stones, I would like you to take form and begin patrolling" or "When you see this guy, get 'em.") However, unlike a servitor, they cannot leave the area of their animation once they take a form. So they can't chase people.

Wild

[1] Wildwalker (Cost: 1 Glamour, Pool: Wyrd+Persuasion)
Catch: Character spent last night sleeping outdoors.
Effect: Each success negates one point of penalty for environmental conditions, like not being able to see through fog, or walking through a rainstorm, etc, etc. Can use on only one target (himself or others) and not on vehicles. Even if it doesn't negate a penalty, it at least reduces it.

[2] Nature's Curse (Cost: 1 Glamour, Pool: Wyrd+Intimidation)
Catch: The Target's Got a Gun/ Her Whole World's Undone.
Effect: +1 to all environmental penalties they face per success, but cannot do more than double them. So -2 from fog can become -4 for fog, but no more.

[3] Viridian Embrace (Cost: 2 Glamour, Pool: Wyrd+Expression)
Catch: The Changeling is attempting to help a mortal.
Effect: +1 to all movement, perception, or stealth rolls per success via natural forces. IE, the very trees seem to hide them and the leaves move to let them see their target. Only works if outdoors or in an area of nature. Speed also increases by +1 per success.

[4] Calling Wind and Weather (Cost: 3 glamour, Pool: Presence+Wyrd)
Catch: A dozen or more mortals all ask the changeling to provide the desired weather or are at least hoping the changeling will do so.
Effects: Can create any weather condition possible for the season and area. She can reduce the power of extreme weather like tornadoes. Its effects are local, and can range from a mile wide to covering a large town or small city minus suburbs. Each success effects how long it takes the weather to arrive, and how long it lasts. Ex: 3 successes means it takes a half hour ot arrive and lasts 8 hours.

[5] Calling Nature's Wrath (Cost: 3 Glamour+1 WP, Pool: Wyrd+Survival)
Catch: Changeling is on land their family owns.
Effect: The natural world attacks everyone within 50 yards of the Changeling. Hail falls, branches whip and hit people, winds blow them down. Everyone else takes penalty for perception, movement, combat and agility for the whole scene equal to successes. Penalty to speed equal to successes. Bashing damage equal to successes, which can be slipping on ice or anything else vaguely plausible. Urban or rural doesn't matter, but it has to be open air. Changeling can protect up to six people within Wyrd x 6 yards of him, and he takes NO penalties. Nor do those he protects. Imagine fighting a PC group while that's going up against you.

Court Contracts

These are restricted by Court, and require a certain Mantle or Court Goodwill (how much they like you) to use. Three Contracts per season, and I'll provide you with all of Autumn's, plus the first Contract of each of the seasons, which are open for anyone to learn...as a taster.

Eternal Autumn

Associated with the season of Autumn.

[1] Last Breath Isaac (Cost: 1 Glamour, Dice: Manipulation+Wyrd)
Catch: The plant or tree is unclaimed, or the changeling has permission to harvest from it (to any degree).
Effect: Within a minute, a plant bears a rich harvest. It only affects where a Changeling can put their hand, so you could make a branch of an apple tree bloom, but not the whole tree. Unless you get five successes, in which case, go appleseed!

[2] Withering Glare (Cost: 1 Glamour, Pool: Presence+Science+Mantle (Autumn))
Prerequisite: Mantle (Autumn) 1, or Court Goodwill (Autumn) 3.
Catch: The plant bears the changeling's name (or common moniker) on it somewhere, carved into the bark or written on a tag.
Effect: Plants wither, and animals (including humans) take a point of bashing damage per success. Defense applies, but armor doesn't.

[3] Brother to the Ague (Cost: 2 Glamour, Pool: Mantle+Dex+Medicine-Target's Stamina)
Prereq: Mantle 2, Court Goodwill 4 (Autumn, duh)
Catch: The Changeling can name two diseases the target has suffered, and one they fear.
Effect: Target takes 1 point of bashing damage per success, unblockable, and suffers -1 for all dice pools for each two of the user's Wyrd, rounded up (-2 for Wyrd 4, etc). Fatigue disappears only after sleep, bashing heals normally.

[4] Riding the Falling Leaves (Cost: 3 glamour, Pool: Dex+Survival+Mantle)
Pre Req: Mantle 3, or Goodwill 5.
Catch: The character catches a naturally falling leaf JUST as they activate the clause.
Effect: Turn into leaves! Dry autumn ones. +6 to Defense, can fly at -3 speed, and fit through cracks and the like. But she cannot manipulate physical objects or do damage.

[5] Tears of Autumn (Cost: 3 glamour, Pool: Manipulation+Occult+Mantle)
Prereq: Mantle 4
Action: Extended, one roll for ten minutes, so it's a full-blown ritual
Effect: The character makes some progress. If she accumulates successes equal to or greater than the required number, the hailstorm begins anywhere within her line of sight. Five successes summons a minor hailstorm with stones that might sting but do no harm. For every 10 additional successes required, the character causes the hailstones to do one point of bashing damage to anything caught in them each turn, to a maximum of three points of bashing damage. The hailstorm lasts for a number of minutes equal to the changeling's Wyrd, and covers an area equal to 100 yards radius per point of Wyrd.

Fleeting Autumn

The emotion is fear!

[1] Witch's Intuition (Cost: 1 Glamour, Pool: Wits+Wyrd-subject's composure)
Catch: The subject doesn't know your name.
Effect: You learn a subject's fears. The deeper or less immediate the fear is, or the more hidden, the greater negative modifiers (-1 to -3) there are.

[2] Tales of the Baba Yaga (Cost: 1 Glamour, Pool: Manipulation+Intimidation+Mantle-highest subject's composure)
Prereq: Mantle 1, Goodwill 3
Action: Extended, each roll is five minutes of storytelling, each person takes one success to scare (so scaring ten people takes ten successes)
Effect: Targets become afraid of a certain concept or being. If faced with said fear, they will then flee or cower with supernatural fear. "Let me tell you the story of the hook monster...oh look, a hook monster!"

[3] Heart of the Antlion (Cost: 1 Glamour, Pool: Resolve+Investigation+Mantle)
Pre-req: Mantle 2, Goodwill 4.
Catch: The character consumes a spider or other vermin that has literally been scared to death.
Effect: All mundane attempts to intimidate or frighten the user fails automatically. Supernatural attempts to do so suffer success penalties on their attempts. Lasts all scene.

[4] Scent of the Harvest (Cost: 2 glamour, Pool: Presence+Expression+Mantle)
Pre-Req: Mantle 3, Goodwill 5
Action: One success per target, each roll represents a minute of encouragement.
Catch: Two of the subjects fears are...each other.
Effect: Can give others the ability of 'heart of the Antlion.'

[5]Mien of the Baba Yaga (Cost: 3 Glamour+1 WP, Pool: Wits+Empathy+Mantle)
Pre-Reqs: Mantle 4
Catch: One of the subject's greatest fears is actually the user.
Effect: The Changeling takes on the appearance of the target's greatest fear, though they can't tell what that is without looking into a mirrored surface. The target suffers bashing damage equal to the successes out of sheer fright, and can only cower and run for a number of turns equal to the success, though they still have their Defense. It only affects one person...unless it doesn't, such as if you combine it with Baba Yaga's tale.

Spell-Bound Autumn

This is the Autumn of Sorcery and magic.

[1] Warlock's Gaze (Cost: 2 glamour, Pool: Wyrd+Occult (vs. Composure+Wyrd against supernaturally hidden things)
Catch: The user makes physical contact with an non-allied supernatural being that isn't a Changeling while invoking this.
Effect: Can detect any non-supernaturally hidden beings, objects, or the like within Wyrd x 3 yards. Can detect supernaturally hidden beings if more successes are rolled than the being or objects own hiding.

[2] Barrow Whisper (Cost: 1 Glamour, Pool: Wyrd+Expression)
Pre-req: Mantle 1 or Goodwill 3
Catch: A ghost in the area wants to communicate with someone.
Effect: You can hear and be heard by, but not see, any and all ghosts in the area. Spoopy.

[3] Smith's Wisdom (Cost: 3 Glamour, Pool: Intelligence+Occult+Mantle)
Pre-req: Mantle 2, or Goodwill 5
Catch: The object has been maliciously stolen from a friend (no tricking the Wyrd with 'dropping' things) or freely given by an enemy.
Action: Extended, each roll is 4 hours of uninterrupted study, 5 successes required per dot of the item. My houserule is that you can go to sleep, but only if you continue researching as soon as you wake up.
Effect: Learn the magical powers and capabilities of an supernatural object, and how it works...though if you are unable to use it, you are unable to use it. Simple as that.

[4] Arcadia Commandment (Cost: 3 Glamour+1 WP, Pool: Presence+Wyrd vs. Resolve+Wyrd)
Pre: Req: Mantle 3 or Goodwill 5
Catch: The character knowingly comes unarmed and unarmored into the presence of the creature.
Effect: If the Changeling wins the dice pool, they are able to command the goblin for the rest of the scene as if they were the Gentry, to any task that doesn't directly endanger it, for up to an hour. Though afterwards, it's aware it's been supernaturally controlled, so yeah.

[5] Oathbreaker's Honesty (Cost: 5 Glamour and 1 Willpower dot you'd have to repurchase with XP, Pool: Resolve+Wyrd)
Catch: The changeling is begged to enact this clause by someone who will knowingly come to disaster (loss of life or loved ones, loss of Clarity to the point of a descent into madness, etc.) on account of his betrayal.
Action: Extended, one for each degree of bonus/penalty on the Pledge being ignored, roll each turn.
Effect: Holy shit, this is powerful, since Pledges are the center of Changeling life. For a scene or an hour, whichever is less, the Changeling can ignore the Pledge, all its sanctions to punish the oathbreaker, all of that. You swore not to kill that guy? Murder away. You swore on pain of death never to drink alcohol? Get drunk. The laws no longer apply to you, for a short while.

First Dot Spring Things

Eternal Spring--

[1] Gift of Warm Breath (Cost: 1 glamour, Pool: Resolve+Survival+Mantle (Spring)
Catch: The subject of the contract has freely offered the Changeling sustenance since last sunrise.
Effect: The Contract's subject gains energy. He becomes as healthy and alert as though he has just risen from a full night's rest and had a full breakfast. All fatigue penalties disappear, and any bashing damage or damage suffered from food or water deprivation is fully healed.


Fleeting Spring--

[1] Cupid's Eye (Cost: 1 Glamour, Pool: Wits+Wyrd vs Composure+Wyrd)
Catch: The subject has kissed the caster in the last 24 hours, or the caster is what the subject desires.
Effect: The Changeling can learn one of the subject's desires, with deeper or more hidden desires being harder to plump, just as deeper fears are.

Verdant Spring--

[1] Font of Inspiration (Cost: 1 Glamour, Pool: Wits+Empathy+Mantle (Spring))
Catch: Literal blood, sweat or tears have been invested into this. Literally.
Effect: Failure has a high price, but for each success, the user or their target gets +1 to any Crafts or Expression roll they do next. It can only be tried once on any creative endeavor.

First Dot Summer Things

Eternal Summer--

[1] Son of the Hearth (Cost: 1 Glamour or 1 Glamour+1 WP, Pool: Wyrd+Survival)
Catch: The Changeling spits on a dying ember.
Effect: The Changeling can heat themselves or expel excess heat to avoid getting too hot. He remains comfortable, and if he spends a Willpower, he can heat or cool the whole room. The effect lasts an hour.

Fleeting Summer--

[1] Baleful Sense (Cost: 1 Glamour, Pool: Wits+Wyrd)
Catch: The user is angry when invoking this.
Effect: The character becomes aware of the greatest concentration of wrath (in any form) within a mile radius. He knows the direction and approximate distance, and approximately how many people are involved.

Punishing Summer--

[1] Smoldergrip (Cost: 1 Glamour, Pool: Strength+Wits-Object's size)
Catch: The character has a real sunburn.
Effect: An object becomes as hot as something that's been left out all day in the summer sun. People trying to touch the object have to roll Resolve+Stamina-User's Summer Mantle every turn they try to hold the object. This lasts a number of turns equal to the Changeling's Wyrd.

First Dot Winter


Eternal Winter--

[1] Jack's Breath (Cost: 1 Glamour, Pool: Wyrd+Survival)
Catch: The character can taste someone's sweat or hear someone shiver.
Effect: The character can cool a room as much as they want, lasting a whole scene. -1 for every 20 fahrenheit degrees of cooling, which means with a big enough pool, you could turn an 80* room into sub-zero.

Fleeting Winter--

[1] The Dragon Knows (Cost: 1 Glamour, Pool:Wyrd+Empathy-Target's Composure)
Catch: The user looks into the subject's eyes.
Effect: If the subject is sad right now, the user knows exactly why they are sad. This is proximate, not, like...fundamental. Since the obvious answer to the latter is 'the fundamentally transient state of all human accomplishments.' *cuts self*

Sorrow-Frozen Heart Winter

Oh wait, you can't learn this without Goodwill. Well, good for you, it's pretty mopey anyways. The first clause involves being so depressed you can ignore physical pain or discomfort including wound penalties. So, like, a mopey berserker.

Now...now I'm halfway done. Almost. Sorta.

...whoo boy.

Now it's time for the Universal Contracts. Anyone can learn 'em!

Dream

Changelings can go into people's dreams, and do all sorts of freaky dream things, and so people who want to be Oneiromancers probably take this...and a lot of people take the first Clause because holy shit, it's really good for everyone, honestly. But it's not required by any means. Just...oddly useful.

[1] Pathfinder (Cost: 1 Glamour, Pool: Intelligence+Wyrd)
Catch: The Changeling has plucked and had blood drawn from a thorn of the Hedge in the last day.
Effect: For each success, the Changeling learns a fact about the local Hedge within line-of-sight. Whether there are Hollows, Trods, what sorts of Fruits grow there, what sorts of Goblins live there...all that good stuff.

[2] Forging the Dream (Cost: 1 Glamour, Pool: Wits+Wyrd)
Catch: The Changeling must sit by her subject, touching her own temple and that of the subject
Effect: Enter the dream of someone and edit it. Basically direct an entire vivid dream-movie that they will remember upon waking up. You can even harvest glamour from the emotions you make them feel in the dream, or send them 'messages'. You don't have to be in their presence, and can use photographs or the like.

[3] Phantasmal Bastion (Cost: 1 Glamour, Autosuccess)
Catch: The changeling carries a token of favor, such as a garter belt or ring, given freely to her by a living enemy or one of his loved ones or family members.
Effect: Allows the Changeling to create structures and defenses in their dreamscape in use to combat another Changeling. Defensive structures, such as armor, grant Wyrd Willpower points for mental combat, while a Phantasmal weapon allows her to double her Wyrd to increase the effects of dreamscape attacks.

[4] Cobblethought (Cost: 1 Glamour, Pool: Intelligence+Wyrd)
Catch: The changeling must possess at least a single fiber of her subject's bedclothes, whether a thread from her pillowcase or a full nightshirt.
Effect: The Changeling can reach into the subject's dreams, including their own, and draw out a single object, as long as it is no more than one 'thing', that they dreamed about in the past while. This can be strange fog, rainstorms, doors, life-rafts, guns, swords, costumes...but not thinking entities or people, or anything with more than one obvious part (like a castle). If you can't think of ways to totally do amazing things with this, you're not thinking hard enough. It lasts for a number of turns equal to successes

[5] Dreamsteps (Cost: 1 Glamour, Pool: Intelligence+Wyrd)
Catch: The changeling must carry a physical object that he crafted himself on the journey, which he leaves behind in the dreams of both sleepers. Both sleepers will remember this object, and will feel an inexplicable link to the changeling if they meet him in their waking lives, as they subconsciously recall this item connected to him.
Effect: Travel between dreams, or rather dreamers. By stepping into one dream, and then 'finding' a location, and then emerging from the dreams of the person closest to it. Can travel 10 miles of distance per success, which means, yes, if you're willing for there to be complications (like winding up in the middle of someone's house) you can totally travel from dream to dream across the night, racing the sun. Of course, you can also travel fast in the Hedge...but this is cooler, and also safer. I mean, holy christ this is just SO COOL.

Hearths

You feel lucky, punk? These are Contracts that have no dice pools, and no Catch but instead have Bans. Using it more often than what's listed in the Ban means bad shit happens.

Also, you have to touch the subject to grant the Contract unless you're doing it on yourself.

[1] Fickle Fate (Cost: 1 Glamour)
Effect: The next attempted action the target does (that is something they choose to do, unlike, say, breathing) suffers -2 on it. Bad luck!
Ban: Can't use it on the same target more than once an hour, or YOU become the target.

[2] Favored Fate (Cost: 1 Glamour)
Effect: The next attempted action the subject does gets +4, cause that's good luck, baby!
Ban: If the Changeling attempts to augment the same type of action before the sun has risen or set since the last attempt, one action automatically fails without even rolling the dice. So you can 'bless' your painting, your argument, your shooting, your jumping, and your running...but then if you accidentally 'bless' your painting again, then you're fucked. Or someone else's running, or etc.

[3] Beneficent Fate (Cost: 1 Glamour)
Effect: The next thing the target tries to do, they automatically get one success, no rolls. Which might not be enough for a contested action, but hey, it's auto-succeed for a lot of stuff.
Ban: Each person can only be subject to this once a day, and if it's done more than that, the subject's next attempted action is instead resolved with a chance die, no matter what their pool.

[4] Fortune's Cornucopia (Cost: 1 Glamour)
Effect: Next actively attempted action is rolled with an 8-again
Bans: If done on a character more than one per day, their attempted bit of luck turns sour, and becomes an automatic dramatic (but usually non-fatal) failure.

[5] Triumphal Fate (Cost: 1 Glamour+1 WP)
Effect: Target recieves an exceptional success on the next extended action. It's amazing. The painting, the report, the car, and it's done in a single increment of time, instead of the long extended rolls...but there's always a tiny little flaw that experts can see. Just a slight marking that doesn't make it any less amazing, but does mark it as not-quite-perfect.
Ban: A subject can only be the target of this role once per every year and a day, and if targeted again, the action is instead a dramatic failure. If the user attempts to set this up by MAKING someone fail, the book basically says the ST should have the Wyrd take a pogo stick and beat them to death over the head with it, basically. So, like, don't do that.

Hours

Time wizard uses Time Roulette!

[1] Restoration of Dawn's Beauty (Cost: 1 Glamour, Pool: Wyrd+Crafts)
Catch: The Changeling or some member of their family owned this prior to the Changeling being abducted.
Effect: Any object of up to size three instantly goes from being worn out, old, and faded, to brand new. It can't repair damage, except the normal damage of age, and they must touch it, but talk about restoring an old book! Or whatever else.

[2] Frozen Moment (Cost: 2 Glamour, Pool: Wits+Wyrd)
Catch: Performed at sunrise or sunset.
Effect: The Changeling touches an object and it freezes in time and space for up to one scene (they can determine how long it stays frozen). It's outside of time, and can't move or be moved. Can only be used on objects up to a size of 3.

[3] Thief of Days (Cost: 2 Glamour, Pool: Wyrd+Investigation)
Catch: The changeling knows the name of the person who owned this object...who is now dead.
Effect: By staring at an object no more than Wyrd away, they cause damage equal to successes that come across, to any expert, as having been from the ravages of time. Any object up to Size 10 (considerably larger than a human) can be targeted, but not people. It can't affect Tokens (Changeling's 'artifacts/magical objects').

[4] Flickering Hours (Cost: 2 Glamour+1 WP, Pool: Wits+Wyrd)
Catch: The Changeling smashes a clock.
Effect: Jesu this is amazing. You can change the rate of time passing for you and any companions entering the Hedge. Time can be made to go either faster and slower, and as long as none of the companions leave the Hedge, it keeps working. It even works while other people are there. Let's say you roll 3 successes, so that's 4 times slower and faster. Let's say you make it slower. Then you go and meet someone. You both leave the Hedge at the same time...only you don't. Because you've been going slower than them even though it's not obvious. Get ready to psyduck. If you met with them for an hour and then left at the same time, at 4 times the slowness...you step outside 45 minutes before they do, having 'beat them to it.' Or 3 hours after them, if you instead choosing to burn time.

[5] Leaping Towards Nightfall (Cost: 4 Glamour+1 WP, Pool: Investigation vs. Wyrd, if a living being, contested vs. Composure vs. Wyrd)
Catch: The Changeling uses this on someone or something moving through the gateway to the Hedge.
Effect: Any target of size ten or less, or a living being (of whatever size) can be sent forward in time. They can determine when the target pops back up, as long as it is less than a maximum set by number of successes. The target reappears at exactly the same space as before, unless there is something in the way, in which case they appear as close as possible. The target cannot be retrieved any earlier. One success=1 turn forward, 2 successes=One minute, 3=hour, 4=Day, 5=Week.

Mirrors

Shapeshifting, and the like!

[1] Riddle Kith (Cost: 1 Glamour, Pool: Manipulation+Wyrd)
Catch: The Changeling must have dined with a member of the selected Kith within the last week.
Effect: The Changeling takes on the features of a Seeming or Kith they are not, like a Beast changing to look like a Fairest or a Wizened Soldier to look like a Wizened Smith. This lasts until the next sunrise or sunset, whichever is closer, unless they choose to end it early. The look is significantly different, but is not in imitation of someone, and can't be used to pretend to be someone different.

[2] Skin Mask (Cost: 1 Glamour, Pool: Stamina+Wyrd)
Catch: The Changeling steals or 'borrows' an object belonging to the one whose appearance she wishes to emulate.
Effect: The Changeling emulates one feature of the target, such as hairstyle, facial features, birthmarks, tattoos. If they wanna emulate a second feature, they have to activate it again, but in general it helps towards disguising yourself as someone.

[3] Transfigure the Flesh (Cost: 1 Glamour, Pool: Stamina+Wyrd)
Catch: The Changeling steals a garment that is either too small or too large for them before activating.
Effect: The Changeling grows or shrinks equal to one-half successes rounded up, or less if they wish. This affects Health as well, and a few other things. It lasts a scene unless they choose to end it early.

[4] Oddbody (Cost: 1 Glamour, Pool: Strength+Wyrd)
Catch: Consume the threads of a caterpillar's cocoon.
Effect: The Changeling can create a unique, non-human body-feature, shifting their very form in a number of ways detailed within these categories. Pick one: They can give themselves a natural weapon that deals 1 Lethal damage (claws, or a giant hammer hand or whatever), they get natural armor equal to chainmail, +3 Speed Bonus, +4 Initiative bonus, or are immune to damage penalties. It lasts a scene.

[5] Chrysalis (Cost: 1 Glamour, Pool: Strength+Wyrd)
Catch: The changeling must commission the creation of an object she wishes to mimic.
Effect: The Changeling can become any object, though with added mobility. Become a clock like you always wanted. You can control yourself as an object, as in: if you made yourself a canoe, you could paddle yourself. You can always manuver and move in some way, so walking chairs. Still, this is pretty odd.

Moon

We saw the beauty, now here's the madness!

[1] Lunatic's Knowing Gaze (Cost: 1 Glamour, Pool: Wits+Wyrd)
Catch: The Changeling is dressed as and behaves as a medical professional. Houserule: Or psychologist.
Effect: Instantly know all Derangements the target suffers, including details like what their phobia is of, or the type of depression they suffer. The ability lasts a scene, and each success above the first goes straight into bonus die for helping the person with the Derangement overcome it...or bonus dice towards making it worse.

[2] Maddening Eye (Cost: 2 Glamour, Pool: Manipulation+Wyrd)
Catch: The Changeling is currently suffering from at least one Derangement.
Effect: If the target already possesses a Derangement, it moves from mild to severe or, if severe, a whole new derangement is gained. It fails on those without Derangements. The Changeling must stare long and hard at the target of their curse, and for the rest of the scene, may use it on other targets if it succeeds, without paying Glamour. Madness is catching…

[3]Touch of Bedlam(Cost: 2 Glamour, Pool: Presence+Wyrd vs. Composure+Wyrd)
Catch: The subject broke an oath with the caster.
Effect: By touching someone, you can temporarily give them a severe but not extreme derangements. It lasts a scene, and just as suddenly...goes away.

[4] The Madness of Crowds (Cost: 3 Glamour+1 WP, Pool: Wyrd+Expression)
Catch: The changeling is playing music, reciting poetry, telling stories or otherwise performing for an audience that consists of most of the people around her.
Effect: Everyone within fifty yards when this is activated begins suffering the same minor derangement of the Changeling's choosing for the rest of the scene. A fear of blood, an irrational paranoia...just minor things, but they can prime a scene.

[5] Lurking Insanity (Cost: 3 Glamour+ 1 WP, Pool: Wyrd+Subterfuge)
Catch: The target has betrayed a close blood relative.
Effect: The Changeling can cause the subject to develop a mild, moderate or severe bit of insanity (they specify every aspect of the madness) on a trigger. Whenever the specified event, face, or situation occurs, anytime within the next 28 days, the subject lapses into madness for a scene, before suddenly and inexplicably becoming sane again afterwards...if there is an afterwards.

Omen

See the past and the probable futures...and then change or fulfill them.

[1] Vision of Strife (Cost: 1 Glamour, Pool: Wyrd+Empathy)
Catch: The target is speaking about their past.
Effect: The user has a vision of the single most traumatic or harmful memory in the target's past. Incredibly vivid even though it lasts just a few seconds, the Changeling gains a general understanding of what happened, if not the specifics.

[2] Glimpse of Fortune's Favor (Cost: 1 Glamour, 2 if cast Reflexively, Pool: Wits+Wyrd)
Catch: The Changeling is playing a game of skill.
Effect: The Changeling may reroll one Instant action they do next turn, taking the better of the two. With two glamour, the contract is Reflexive, and can also apply to any roll the turn the Contract is used.

[3] Reading the Portents (Cost: 2 Glamour, Pool: Wits+Wyrd)
Catch: The target is a child under eighteen years old.
Effect: The user gains a general understanding of the most significant or emotional event the target is going to go through in the next few months, if nothing changes to make it not so. If nothing will happen major in the target's life for the next six months, the contract will say that. Can use it on yourself by looking in the mirror. Always in motion the future is, so any fate, good or bad, can be changed, whether by the Changeling or by events outside of their control.

[4] Vision of Disaster (Cost: 4 Glamour+1 WP, Pool: Wits+Wyrd)
Catch: A friend or trusted ally suddenly betrays the Changeling.
Effect: The Changeling has a vision of what happens next turn. In effect, at the end of the turn, this clause activates, and then, knowing what everyone will do, the Changeling can exploit this knowledge to make different choices. The 'turn' that didn't happen, didn't happen, and only the Changeling remembers it. Can only be used once a scene.

[5] Tying the Knots of Fate (Cost: 3 Glamour+2 WP, Pool: Presence+Wyrd)
Action: Extended. The target number is the target's Clarity or Morality (or the equivalent Trait for other supernatural beings). The character can make one roll every 10 minutes.
Catch: The character is using this clause to bless a mortal child less than 18 years old with some form of good fortune.
Effect: This is complicated, so I'll just quote the book verbatim on this. The changeling alters fate so that the target is far more likely to have a single experience named by the changeling. For the next month, all rolls by all characters that would result in this fate coming true for the target gain a bonus equal to the number of successes rolled on this clause. Regardless of whether this experience occurs or not, the effects of the clause end after 30 days have passed. The effects of this clause also immediately end if the target has the stated experience. The experience named by the changeling cannot be either wildly improbable or demand significant changes in the world. Going to the moon, becoming ruler of the world, making out with aliens from another planet or living through a nuclear war are all far too improbable or too large-scale events and so cannot be produced. Instead, the fate must be something relatively mundane and not too closely specified -- meeting a particular celebrity, losing an unspecified amount of money while gambling, getting into a car crash and being arrested are all possible fates that this clause can encourage. The changeling can determine what the experience is, but never its outcome. A car crash might be relatively minor and might not even happen while the target is in her own car; the target might be arrested and then released a few minutes later, because the police made a mistake. Similarly, a character may be fated to be shot, but the shot might simply pierce the target's hat or coat, leaving her entirely unharmed. Often, the results of this clause are relatively minor, but they can be lethal or otherwise quite powerful, especially if the changeling, or anyone else, attempts to cause this fate to happen. In the case of relatively minor or reasonably likely events, the target is almost certainly going to experience the event even if the changeling and his comrades do nothing to help this occur. However, less likely or more extreme events, such as the target being shot, usually require the changeling and her comrades to help this fate occur. A character may invoke a number of impending fates at any given time equal to his Wyrd. Thus, if a changeling with Wyrd 3 has used this clause three times on various friends and enemies, he must wait for one of the fates to occur or for the duration to expire on one of the decreed fates before he may use this clause again.

Reflections

The Contract of 'Yes, I know we already had mirrors, but this is different'!

[1] Reflections of the Past (Cost: 1, Pool: Wits+Wyrd)
Catch: The mirror or surface belongs to someone whom the Changeling has a close emotional connection with (not necessarily positive).
Effect: Can see anything that has been reflected in the surface within the last week, can look at specific days or have it on 'fast-forward', or freeze an image to look at it. The effect lasts a scene.

[2] Glimpse of a Distant Mirror (Cost: 1 Glamour, Pool: Composure+Wyrd)
Catch: The mirror the changeling is looking into belongs to someone who has sworn enmity against him.
Effect: The Changeling and anyone else around can see through the mirror as if looking through a window...through another mirror as long as the Changeling has looked in it in the last week, though their face is visible in it. So if you looked at the mirror in that dingy bathroom, you can look from a hand-mirror out through that mirror, but anyone in there will see your face.

[3] Reflection's Grasp (Cost: 2 Glamour, Pool: Dex+Wyrd)
Catch: The Changeling is reaching through the mirror he uses most often to look at himself.
Effect: Again, I don't know how to shorten this well, it's sorta weird. "The changeling can physically reach his arm into one reflective surface and out another, assuming both are large enough for him to reach his arm and hand through. In effect, the character reaches through one reflective surface and his hand comes out of the other's surface. The destination surface must either be within the character's line of sight, or a surface he has physically touched within the last day. The character can manipulate objects on the other side of the reflective surface and can even bring inanimate objects of Size 2 or smaller back through a reflective surface large enough to fit them through. The changeling cannot see through the reflective surface he is reaching through, unless he uses the Glimpse of a Distant Mirror clause. The changeling can use this clause for one full scene, during which time he can put his hand and objects he is holding through the surface as often as possible. This clause is particularly useful in areas with plenty of reflective surfaces; a changeling could be able to reach through many different areas in a car dealership or fitting room. While the changeling can't bring living things through the surface, he can grab a target and pull her into the mirror as hard as he can, or steal a gun or key ring from her belt."

[4] Mirror Walk (Cost: 3 Glamour, Pool: Athletics+Wyrd)
Catch: A blood relative is currently reflected out of the surface he is stepping.
Effect: The Changeling can step through one reflective surface big enough to fit her body, and out another also big enough for her, as long as she has touched it before. She can take someone with her by spending 2 glamour and 1 WP. The Changeling can't see through the surface they're stepping through, unless they've used 'Distant Mirror' first.

[5] Stealing the Solid Reflection (Cost: 3 Glamour+1 WP, Pool: Wyrd+Larceny)
Catch: The changeling removes an image of an object owned by someone who is in debt to him.
Effect: The Changeling can remove the reflection of any actual object reflected in a mirror, creating a solid duplicate. This includes of people, wow, geeze. Freaky much. It has to show the full object, and the mirror needs to be big enough to pull it through, and only objects of the Changelings Wyrd x 2 size may be pulled. The object is the same as the original, but exactly reversed physically (like the steering wheel is on the British side if it's an American car.) When active, neither the reflected object or the reflections have...reflections. Only one copy of an object may be made, and it disappears at the end of the scene.

Shade and Spirit

Ghosts, friendly and otherwise!

[1] Ghostly Presence (Cost: 1 Glamour, Pool: Presence+Wyrd)
Catch: The ghost is someone the Changeling knew in life, or the Changeling is of the Gravewright Kith.
Effect: The Changeling can see, hear, and speak to ghosts.

[2] Dread Companion (Cost: 1 Glamour, Pool: Manipulation+Wyrd)
Catch: The Changeling presses a drop of blood to the forehead of everyone participating.
Effect: Affecting, if indoors, everyone in the room, if outside, everyone in line of sight, a ghost may affect one sense: sight, hearing, touch, of all those there.

[3] Haunting Intercession (Cost: 1 Glamour, Pool: Manipulation+Wyrd)
Action: Extended, one success per target.
Effect: A ghost can be fully materialized for a scene, as if they were still alive. They can talk to their loved ones, fight one last duel...anything.
Catch: The changeling has set up a "dead supper": A complete meal served on never-used plates and silver, with a place for everyone who wishes to participate in the intercession, including the ghost.

[4] Waking the Dead (Cost: 2 Glamour, Pool: Strength+Wyrd)
Action: Extended, one roll per turn, target is four
Catch: The changeling "feeds" the shade by wounding herself and offering her blood, taking one point of bashing damage per question.
Effect: You can call forth a non-sentient echo of a dead person and ask them one question per success gained. They will be honest and precise, but won't provide information that hasn't been asked for.

[5] Opening the Black Gate (Cost: 2 Glamour+1 WP, Pool: Stamina+Wyrd)
Action: Extended, each roll is a turn, need five successes.
Catch: The clause is invoked at midnight in a mausoleum, and the changeling invokes the laws of hospitality while the clause is in effect.
Effect: Be metal as fuck. You can open a fucking portal to the underworld the size of a normal door for a single night. Those on the wrong side of it at daybreak are sorta fucked, but hey, you can go into the fucking Underworld, so what are you waiting for?

Smoke

Shadows on the wall, the Contracts of Stealth.

[1] The Wrong Foot (Cost: 1 Glamour)
Effect: Evidence of the Changeling's passing becomes something nonhuman, whatever they choose. Rose petals, bloody mist, bigfoot tracks...but not footprints. Though it doesn't get rid of previous footprints. Makes a good calling card, or a way to confuse the fuck out of people. Lasts a scene.
Catch: The changeling licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing.

[2] Nevertread (Cost: 1 Glamour, Pool: Intelligence+Wyrd)
Catch: The character has spent at least an hour barefoot in the last day.
Effect: Erase all traces of your passing. It may manifest as it being hard to figure out where they went, or it may provide a -2 penalty to tracking them.

[3] Shadowpatch (Cost: 1 Glamour, Pool: Wits+Wyrd)
Catch: The changeling must have spent at least an hour away from natural light (away from windows, open doors, etc.) within the past day.
Effect: Light avoids them, darkness slides around them and hides them, and they receive +3 on all stealth rolls. The darkness dampens even sound and smell.

[4] Murkblur (Cost: 1 Glamour, Pool: Intelligence+Wyrd vs. Resolve+Wyrd)
Catch: The Changeling swallows the eye of an animal while using this contract.
Effect: A target within line of sight finds their vision fading, a caul of darkness over their eyes that blinds them for the whole scene.

[5] Light Shy (1 Glamour+1 Willpower, Pool: Intelligence+Wyrd)
Catch: The changeling must have told a meaningful lie to someone very important to him in the past day, something that could hurt their relationship if the lie was discovered.
Effect: Become invisible! Even from cameras and photographs. It only works on sight, though of course, Shadowpatch could help there, perhaps...it works for a minute per success gained.

*****

Woo boy, that's a lot. But yeah, choose a total of five dots worth of this great big buffet of cool powers![/spoiler][/spoiler]
 
Last edited:
Woo boy, that's a lot. But yeah, choose a total of five dots worth of this great big buffet of cool powers
Wow. That's a lot of options. Thank you for doing this. I'm going to take forever deciding this.
Contract of Smoke 1; Contact of Dream 1; Contract of Separation 3;
Incidentally, have you ever thought about a one-on-one RPG before...
If you're offering, I would be happy to do one with you.
 
Wow. That's a lot of options. Thank you for doing this. I'm going to take forever deciding this.
Contract of Smoke 1; Contact of Dream 1; Contract of Separation 3;

If you're offering, I would be happy to do one with you.

And, I'm maybe offering. I'd have to think about it and find a good idea for a Freehold, and probably find a way to make it all fit into the confines of the world I've built in KCS, and some other things. So first, here is the character sheet so far, and then I'm going to ask you some questions about your character to tide you over.

Name: (Fill in later), note, female.
Concept: Banker off her meds.
Virtue: Meticulous. The ts will be crossed, the is will be dotted, and the margins will be precisely one inch.
Vice: Inattention.
Seeming: Fairest
Kith: Artist
Wyrd: 1, Glamour: 10/10

Attributes:

Intelligence 3, Wits 3, Resolve 2
Strength 1, Dexterity 3, Stamina 2
Presence 1, Manipulation 4, Composure 2

Skills: Academics 5 (Banking/Economics), Computer 2, Drive 1 (Classic Cars), Firearms 1, Intimidation 1 (Blunt Truths), Investigation 2, Larceny 1, Politics 2, Persuasion 2, Socialize 2, Stealth 1, Subterfuge 2.

Contracts: Separation 3, Smoke 1, Dream 1

To note, the dice pools for the third clause of Separation are notably weak. Just to warn you. You only roll 2 dice, which means there's only a 66% chance it will activate when you use it. That, of course, is something you can work on by improving your Wyrd or your Presence. Or if you didn't realize it, you can of course always go back and edit something (either having Separation 3, or shifting a stat point, such as Presence 2, Manipulation 3, Composure 2. Or not, not having a strong pool can be a problem, but it's one you can work with, at times. Your pool for Separation 2 is also somewhat weak. However, there are ways around that too. Though not as simple ways as with Separation 3. For one, if you wanted, you could raise your Wyrd, but more on that later.

For now, maybe tell me more about your character's overall personality. They're driven at times, but also do get distracted and bored.

What are their hobbies and interests, what sorts of people do they like in general?

What kind of lifestyle do they live?

What is their name?

And now, what is their Mask and Mien. Their Mask is 'how you'd describe them if you were describing a person, a regular joe.' Now, there can be hints of the Mien in the Mask. Like, the guy made out of stone looks like a 'solid young man' or the really tall Wizened still looks really tall in the Mask, of course. But largely, this is the picture of an ordinary woman. A mask is within 20 pounds and an inch or two of their actual height and weight, generally.

And then, what's her Mien like? This should be clearly supernatural and be based on her Seeming and Kith (Fairest and Artist who was turned into the winds), but should still be largely humanoid and relatively human. Generally two arms and legs except where noted otherwise, and having escaped Arcadia by clinging to their humanity, they're pretty much universally bipedal. Beyond that, it can vary. Some Fairests have nothing more than an odd...glamour about them and pointed ears, while some Beasts look like the wolf-man, and many Elementals can have things like hair that's on fire, ice-cold skin, etc, etc. It varies a lot, so please feel free to be creative, though to note, without a Merit, it has no 'power.' Like, just because you have flaming hair doesn't mean you can set people on fire by headbutting them. Mien's weird like that (not that your character would, since fire never came into it, more air and artistry and madness.)

If we do play an RPG, once I decide where to start, I'd need to build a Freehold, and potentially at that point I *might* give you a few more points to play around with, but right now I wanna focus on helping you make a solid character as-is.
 
@Estro , no rush, but I finished the Merit thing.

So, to do: Mask, Name, and Mien.

And then also this, the Merits--

*****

And so I'm going to do a bit of welding. All in all, 2e has better Merits, though 1e has more, and 2e doesn't have Changeling Merits, so what I'm going to do is give you a list of merits I think might interest you. Again, it's very much a case that you'll probably have big eyes, and in fact, in acknowledgement of that, my own houserule is pretty generous.

You have 10 merit points instead of 7.

Now, in addition to Merits, you can spend them on increasing your Wyrd. And, in the spirit of making sure it doesn't go too crazy, I'll rule that you can only do it twice. Each time costs 3 merit dots, so you'd be eating into a lot of your other stuff, but that is *one* way to embiggen your dice rolls for magic. But then again, there's more than magic out there.

The number by the side is the cost in merit dots. There are no chains this time to follow, but you do have to fulfill the pre-reqs in order to get it.

Non-Supernatural Merits

[1] Area of Expertise
Pre-req: Resolve 2 and one skill specialty.
Effect: The bonus of one skill specialty is increased from +1 to +2, because you're just *that* specialized in it.

[2] Good Time Management
Pre-req: Academics 2 or Science 2
Effect: This may contradict your own Vice some, but it's still sorta cool so I thought I'd show it off. You're skilled at managing complex tasks and meeting deadlines, and so all extended actions (IE, projects and the like), you can half the time between each roll, thus halving the time it takes to complete.

[1] Interdisciplinary Specialty
Requirements: A skill at 3 or more with a specialty.
Effect: You can apply the specialty from that skill into other skills you have that have at least one dot, but only if you justify it. The example they give is the doctor knowing just where to shoot to hurt someone. But you could use your Banking/Economics knowledge as an alternative to Blunt Truths Intimidation, in a "I know your bank account, I can ruin you financially" sense, or use the Principle 'follow the money' for Investigation, or 'Money Talks' for Politics. Basically, you can port over your specialty to other fields, but it has to make sense to the ST, that is, me. That's why I gave some examples, so that you understood what my range of tolerance is. "Larceny is about money, and I know economics" wouldn't fly.

[1] Language
Effect: You can speak, read, and write one language relatively fluently.

[1] Multi-Lingual
Effect: Your character speaks two languages fluently, and can maybe sorta tease out context of reading, albeit roughly, with an Intelligence+Academics roll. Not as good as knowing the language written fluently. If you buy a Language Merit that covers a Multi-lingually known language, the Sanctity of Merits comes in, and you can then change it. So if you know Chinese and French via this merit, and then decide to learn to write and read Chinese, you can rule that this merit now covers French...and German.

[1-3] Fast Reflexes.
Req: Wits 3 or Dex 3
Effect: +1 to +3 to Initiative. Not that interesting, but you qualified, so felt I'd put it out there.

[1-5] Professional Training

Effect: "Your character has extensive training in a particular profession, which offers distinct advantages in a handful of fields. When choosing this Merit, choose or create a Profession for your character. Mark the two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills.
(1) Networking -- At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field.
(2) Continuing Education -- With repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality.
(3) Breadth of Knowledge -- Due to advancement in her field, she's picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill and take two Specialties in your character's Asset Skills.
(4) On the Job Training -- With the resources at her disposal, your character has access to extensive educational tools and mentorship available. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.
(5) The Routine -- With such extensive experience in her field, her Asset Skills have been honed to a fine edge and she's almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to re-roll all the failed dice on the first roll." Now, what asset skills would banker have? Academics for sure, but what else? Persuasion seems most likely, but I could also buy Investigation, Politics or Computer, if you specify/talk about what sort of banker/economist she is. What did she deal with, what areas? Was she someone who designed systems? Who gave out loans? Who investigated fraud?

[2] Eidetic Memory
Effect: You don't have to roll to remember past events or knowledge, and for remembering small details (three years ago, what shirt did you wear, or whatever) with Intelligence+Composure, you get +2.

[3] Common Sense
Effect: Also known as 'GM has to be your friend, sorta.' You're logical, you have common sense, and so once per Chapter (so, a major block of story) you roll Wits+Composure and if you succeed you can ask, and I must answer honestly, one of the following questions. What's the worst choice here? What's the safest? What am I risking? Am I following a bad lead? And anything else that makes sense along those lines.

[3] Double-Jointed
Requirement: Dexterity 3
Effect: Your character automatically escapes from all mundane bonds by dislodging her joints to escape, and when grappled, if she's not fighting back, but merely trying to escape, subtract her Dexterity from attempts to pin her down.

[2] Small Framed?
Effect: Size 4, so one less Health, but +2 to hide or go unnoticed, or any time being short would help. Though people might underestimate you. Really, whether this is viable depends on how you describe her, but I'm writing this before I got that, so onto the list it goes!

[2] Giant (I lowered the cost because it's not worth three)
Effect: You're size 6, and so get an extra Health on top of other benefits, but penalties to hiding, going unnoticed, fitting in small spaces, that sort of thing. Again, can't know if this is even valid until later on.

Social Non-Supernatural Merits

These, especially Resources, are probably important for your character concept!

[2] Pusher
Req: Persuasion 2
Effect: Your character is good at tempting and bribing. Whenever someone accepts a Soft Leverage from you, you can take advantage of that to push them a step further towards giving into your desires.

[1-3] Fame
Effect: You're famous, for what? You need to define that. One dot is local or within a subculture, two is regional, 3 is 'everyone in the world knows your name.' You get a bonus social die for each dot of this with anyone who might be impressed by your fame, but each dot also gives +1 for if ANYONE...even your, erm, Keeper, wants to try to find you.

[1-5] Allies
Effect: People willing to go to bat for you. Each ally has to be computed separately, and is a group. Autumn Court Scholars, could be one, or the Catholic Church (in the area), or Local Police, or Bankers, or whatever else. Each dot represents a higher tier of connection, from them being willing to give you small favors at one dot, 3 dots is a moderate favor, and five dots is the organization putting itself on the line for you. It has to be something the organization could, or would, do. So a crime family could cover up a murder for you, but Bankers probably couldn't. But bankers *could* engage in fraud in order to give you some much-needed money (if you had high enough ally dots with you), or so on.
Here you should maybe just indicate if you want any dots in allies, so I can suss out who your allies might be. So maybe just, if you want any, assign a point or two in general to Allies unless you have ideas or wanna focus on non-supernatural allies.

[1-5] Contacts
Effect: Each dot represents a group of people you know who you can get info from. Stock Traders, Gangsters, they're usually drawn wide. They're not your allies, but they're willing to tell you secrets and rumors, talk to you and discuss what's going on. Another very 'banker' sort of merit. You see what I said about eyes and stomach?

[1-5] Fast Talking
Requirements: Manipulation 3, Subterfuge 2
Your character talks circles around listeners. She speaks a mile a minute and often leaves her targets reeling, but nodding in agreement.
(1) Always Be Closing -- With the right leading phrases, your character can direct a mark to say what she wants, when she wants. This trips the mark into vulnerable positions. When a mark contests or resists your character's Social interactions, apply a -1 to their Resolve or Composure.
(2) Jargon -- Your character confuses her mark using complex terminology. You may apply one relevant Specialty to any Social roll you make, even if the Specialty isn't tied to the Skill in use.
(3) Devil's Advocacy -- Your character often poses arguments she doesn't agree with in order to challenge a mark's position and keep him from advancing discussion. You can re-roll one failed Subterfuge roll per scene.
(4) Salting -- Your character can position herself so a mark pursues a non-issue or something unimportant to her. When your character succeeds in opening the target up using conversation (Persuasion, Subterfuge, Empathy, etc.) you may spend a Willpower point to immediately make the target even more open to your points.
(5) The Nigerian Scam -- Your character can take advantage of her mark's greed and zeal. When the mark does particularly well, it's because your character was there to set him up and to subsequently tear him down. If a target regains Willpower from his Vice while your character is present, you may immediately roll Manipulation + Subterfuge to further your social influence, regardless of the interval or impression level.

[1-5] Resources
Effect: This is your character's disposable income. You can be really rich, but if it's all tied up, have a low resources, but Resources represents the free money you have to spend during a campaign. Resources 1 is a little spending money, 2 is a nice, middle-class amount of money laying around, 3 is upper-middle, 4 is somewhat rich, and 5 is filthy rich with money just laying around (though it's not, like billionaire wealthy, the game doesn't let you be that rich).

[ 1 - 5 ] Retainer
Your character has an assistant, sycophant, servant, or follower on whom she can rely. Establish who this companion is and how he was acquired. It may be as simple as a paycheck. He might owe your character his life. However it happened, your character has a hold on him.
A Retainer is more reliable than a Mentor and more loyal than an Ally. On the other hand, a Retainer is a lone person, less capable and influential than the broader Merits.

The Merit's dot rating determines the relative competency of the Retainer. A one-dot Retainer is barely able to do anything of use, such as a pet that knows one useful trick or a homeless old man that does minor errands for food. A three-dot Retainer is a professional in their field, someone capable in his line of work. A five-dot is one of the best in her class. If a Retainer needs to make a roll, if it's within her field, double the dot rating and use it as a dice pool. For anything else, use the dot rating as a dice pool.

[1-5] Staff
Effect: What it says on the tin. For every dot of this merit, choose one type of assistant (housekeeper, secretary, etc), and one Skill related to that. At any time, she can order her staff to do something related to that skill, and get an automatic single success. Which doesn't help in contested rolls, but means you can shunt off minor tasks to them, or tasks you might fail on but that aren't major, and then reap the rewards of success when you don't need to do it yourself.

[1-5] Status
Effect: Your character is part of a group or has authority over them. Each different group would have a different Status, with 1 being a new member, and 4-5 likely being in a position of high authority. You can use your Status with members in the group, can use some of the funding/skills of the group, and can obstruct others, but Status is something that has to be maintained. If you're, say, the chief of police (you're not), then you need to be doing your job in order to accrue the advantages of Status 5 (Local Police) or whatever. If not, bad things happen.

[1 or 2] Striking Looks
Effect: No, this isn't actually being pretty. It's being NOTABLE in appearance. You get +1 or +2 on any social rolls that would be influenced by the appearance you choose. For instance, if you look like a 'total hardass' you might get a bonus to Intimidation, while if you look 'elegant and refined' you might get a bonus to socialize or whatever else. It all depends on the persona/look. But any rolls to remember you get the same bonus, since you sorta stand out. "Oh yeah, that goth girl, she was really spooky, I remember her."

[1, 2, or 3] Alternate Identity
Effect: You have a second identity. At one dot, it's superficial and flimsy, at 2 she has paperwork and while it won't stand up to an extensive investigation, it passes all the basic look-throughs. At three dots it's perfectly convincing. In addition to the advantages from having an identity, you get +1 to rolls to defend the identity at 1 or 2 points, and +2 at 3.

[2]Fixer:
Req: Contacts 2, Wits 3
Effect: You know how to find what you need. All services have what's called an 'availability rating' in other words how hard it is to get someone to do it. Reduce that by one dot, thus meaning that you can get things normally beyond your money or power to procure.

Changeling Merits you Might Like!

Alright, here we go.

[1] Hedge Gate Sense
Effect: When attempting to find a doorway out of the Hedge, a Hedge-gate they can activate, the time is cut in half, and they can notice active gateways easier.

[1] Market Sense
Effect: Come buy, come buy! Goblin Markets are definitely a thing. What's a goblin market? A wondrous place where everything is traded, everything is for sale. Buy slaves, buy magic, buy hopes and dreams (literally). But figuring out what things are worth without currency is hard. The exchange rates are confusing...but not to someone with a market sense. +3 to seeing through any cheating on a Goblin Market trade, or to be able to see just what a deal is worth.

[1-3] Hedge Beast Companion
Effect: Cool, even if I doubt you'll get it, a Hedge Beast, as you might have read already, is a talking animal goblin that lives in the Hedge and can agree to partner up with you in exchange for your protection. They aren't slaves, and won't place themselves in certain death, and have their own tolerance for dangers (a vicious wolf would be more willing to risk a fight, while a cowardly bird wouldn't even consider it if you asked them to 'attack.') The Changeling has to keep them close, not necessarily always with them, but at least on the right side of the Hedge, safe and protected. And of course, if they're miserable, they can just up and leave whenever they want, so, well, be good to them and they'll be good to you.
1 dot gets 15 attribute points (they start at 0 rather than 1 like a human does, so this is less than a baseline human, but not bad), 18 skill points, up to five points of Merits, 2 dots of Contracts, and Wyrd 1
2 dots gets 18 points (Somewhat less than a baseline human, but closer) of Attributes, 21 skill points (equal to humans), (houseruled slightly) 8 points of merits, 4 points of Contracts, and starts at Wyrd 2.
3 dots gets 21 Attribute Points (equal to a human now), 24 skill points, 11 points of merits, 6 points of Contracts, and starts at Wyrd 3.

[1-3] Pledgesmith
Effect: You're known as being very good at making and sealing delicate supernatural pledges, deals that must balance at the end. Each dot gives +1 to social rolls involving pledges, such as convincing people to agree to a pledge, or manipulating people into signing onto a lopsided Pledge or one with an exploitable loophole. "I promise not to touch a hair on your head" and then you shoot them in the knee. For a rough example, though cheating at Pledges can get pretty sneaky.

[1-5] Court Goodwill
Effect: You're cool with another Court. +1 to all social interactions with those in the Court per every two dots, rounding up, and you can access some of their Contracts, as noted earlier. A member of the court can choose to ignore this, but only at their own risk, so it's usually a solid bonus, though as always, friendships and alliances take work to shore up.

[1-3] Mantle
Effect: I won't let you buy up Mantle above this level, you already have one dot to note, but it does give some advantages if you choose it, both magically (though you chose no Court Contracts yet), socially, and in terms of other goodies.

[1-5] Harvest
Effect: Glamour is the fuel of magic, and this represents a steady source of glamour. Each dot gives one die towards the Harvesting of glamour, but only in the category it is in. You can have Harvest (Hedge Bounty), Harvest (Pledges), Harvest (Emotions), and Harvest (Dreams) but each is its own merit. So Harvest (Emotions) 3 means you get three extra dice if you go out to try to find some nice glamour.

[1-5] Hollow
Effect: A home in the Hedge. A hideout in that most dangerous of places. But, with danger comes opportunities, and certainly Hollows are common safe-havens for Changelings. You can buy up to five dots in each of the four categories. Hollow Size (1 being one or two rooms, 5 being 'giant mansion sized'), Hollow Amenities (1 being plain, 5 being lavish beyond reckoning, with every faux-modern convenience and plenty of supernatural ones too.), Hollow Doors which determine how many entrances and exits it has in the Hedge and real world, and Hollow Wards, each dot of which subtracts from attempts to break in.

[1 OR 3] Market Familiarity
Effect: You're a regular Marketeer and know how to find the market and enter it with no difficulties, knowing its changing locations and secret passwords. At 1 dot, this applies to a single local market, at 3 dots, this applies to Markets in general, and you have a knack for finding Markets.

[1 OR 3] Goblin Merchant
Effect: At 1 dot you've managed to convince the Marketeers to let you open a stall without gouging you or throwing you out, at 3 dots you get all advantages and are an official, signed-on part of the Goblin Market, but the drawback is that other Changelings might not trust you as much, Goodwill is limited to a maximum of 3, and there are other roleplaying difficulties involved.

[1, 2, 3 or 5] Fae Mount
Effect: You have a supernatural steed that comes when called in the Hedge. One dot follows the simple rules of a horse...however, it doesn't need to be a horse. It can take the form of a car, a house on legs, a motorcycle, whatever else. Two dots gives a single supernatural ability, examples including flying, being able to run across water, having a poisonous bite, fire breathing, and being able to carry up to 3 additional passengers. Or any other ability that I accept as valid. Three dots gives two of them, five dots three and once for every day and a night, the steed may leave the Hedge for a single scene.

[1+] Token
Effect: Magical artifact powered by glamour. If you're interested in this, just note it down and let's talk.

[2] Long of Days
Effect: For the purpose of longevity and resisting illness, you count as 4 points of Wyrd higher than you are. Yes, Changelings live longer if they don't get caught up. So Wyrd 2 counts as Wyrd 6. Or so on. Wyrd 5 (1+4) would mean you'd live on average to a 120 years, and get a +2 bonus against illness and the indignities of old age.

[2] Rigid Mask
Req: Subterfuge 2
Effect: Your time in Arcadia has made you better at hiding your true feelings. People trying to tell whether you are lying, or to discern your emotions, take -2, and any and all 'emotion/lie detecting' devices take -4.

[3] Wisdom of Dreams
Req: Wyrd 2+
Effect: Your dreams have close ties with the collective unconscious, and before bed they can make a meditation roll. If they succeed, then when they wake up, they can know the Language or have the Skill specialty desired. For instance, if they want to have Academics (English Literature), or know how to speak Japanese, they can go for it! But they can only use it once per day, you have to sleep to get it, and it goes away next time you sleep. Still, it's kinda cool.




[3] Arcadian Body
Pre-Requisite: Three or more dots on the affected Attribute
Effect: Available at character creation only. The basic form of a changeling's body is set once the changeling comes back from Arcadia. Your character's body was significantly changed by her time in Arcadia. Some combination of the transformations inflicted upon her by her Keeper and your character's life in Arcadia altered one of her Attributes so that it can now be increased to an inhuman degree. The fifth dot in this Attribute costs only one of the dots you have at character creation, and your character can raise this Attribute to a maximum of six dots by spending experience points. Changelings can only purchase this Merit once. So, in other words, you could make your max Manipulation, Wits, Dexterity or Intelligence 6 instead of the usual human maximum of 5. To note, at Wyrd 6, Changelings surpass the limits anyways, but until then, they must--except in cases like these--operate within human limits.

*****

So yeah, ten dots of Merits, the stuff I mentioned before, and that's IT. Once you do that, I'll whip up your 'final' character sheet.
 
Yeah, merits are one of the things that I find overall an actual net improvement in GMC. Even just the fact that there's no more multiple actions from combat styles is a great addition.
 
And, I'm maybe offering. I'd have to think about it and find a good idea for a Freehold, and probably find a way to make it all fit into the confines of the world I've built in KCS, and some other things. So first, here is the character sheet so far, and then I'm going to ask you some questions about your character to tide you over.

Name: (Fill in later), note, female.
Concept: Banker off her meds.
Virtue: Meticulous. The ts will be crossed, the is will be dotted, and the margins will be precisely one inch.
Vice: Inattention.
Seeming: Fairest
Kith: Artist
Wyrd: 1, Glamour: 10/10

Attributes:

Intelligence 3, Wits 3, Resolve 2
Strength 1, Dexterity 3, Stamina 2
Presence 1, Manipulation 4, Composure 2

Skills: Academics 5 (Banking/Economics), Computer 2, Drive 1 (Classic Cars), Firearms 1, Intimidation 1 (Blunt Truths), Investigation 2, Larceny 1, Politics 2, Persuasion 2, Socialize 2, Stealth 1, Subterfuge 2.

Contracts: Separation 3, Smoke 1, Dream 1

To note, the dice pools for the third clause of Separation are notably weak. Just to warn you. You only roll 2 dice, which means there's only a 66% chance it will activate when you use it. That, of course, is something you can work on by improving your Wyrd or your Presence. Or if you didn't realize it, you can of course always go back and edit something (either having Separation 3, or shifting a stat point, such as Presence 2, Manipulation 3, Composure 2. Or not, not having a strong pool can be a problem, but it's one you can work with, at times. Your pool for Separation 2 is also somewhat weak. However, there are ways around that too. Though not as simple ways as with Separation 3. For one, if you wanted, you could raise your Wyrd, but more on that later.

For now, maybe tell me more about your character's overall personality. They're driven at times, but also do get distracted and bored.

What are their hobbies and interests, what sorts of people do they like in general?

What kind of lifestyle do they live?

What is their name?

And now, what is their Mask and Mien. Their Mask is 'how you'd describe them if you were describing a person, a regular joe.' Now, there can be hints of the Mien in the Mask. Like, the guy made out of stone looks like a 'solid young man' or the really tall Wizened still looks really tall in the Mask, of course. But largely, this is the picture of an ordinary woman. A mask is within 20 pounds and an inch or two of their actual height and weight, generally.

And then, what's her Mien like? This should be clearly supernatural and be based on her Seeming and Kith (Fairest and Artist who was turned into the winds), but should still be largely humanoid and relatively human. Generally two arms and legs except where noted otherwise, and having escaped Arcadia by clinging to their humanity, they're pretty much universally bipedal. Beyond that, it can vary. Some Fairests have nothing more than an odd...glamour about them and pointed ears, while some Beasts look like the wolf-man, and many Elementals can have things like hair that's on fire, ice-cold skin, etc, etc. It varies a lot, so please feel free to be creative, though to note, without a Merit, it has no 'power.' Like, just because you have flaming hair doesn't mean you can set people on fire by headbutting them. Mien's weird like that (not that your character would, since fire never came into it, more air and artistry and madness.)

If we do play an RPG, once I decide where to start, I'd need to build a Freehold, and potentially at that point I *might* give you a few more points to play around with, but right now I wanna focus on helping you make a solid character as-is.
Ok. I did realise that the dice pools were weak for the last ones of separation (Admittedly not that weak, still thinking in exalt terms of 6+ is a success), but I thought they fit my character concept well (clouds flowing through doors, ect). Now, your questions. In order.
Hobbies and Interests: Collecting Classic cars is definitely one, she would like to read (if admittedly not that good at staying and reading one thing. Probably be in the middle of half a dozen books at once) and probably does a wee bit of computer gaming. She probably also likes going to talks and what have you (TED talks, debates between eminent people in their field, ect.) as well as attending the Proms as regularly as she can.

Lifestyle: Not excessively lavish, but comfortable. Very comfortable. The day when she can't go into a book shop and spend a couple hundred without unduly worrying would be a unusual (she couldn't do that every day, of course. Once a fortnight perhaps). Her house wouldn't be particularly large, but it would be nice with top of the line everything, best part of town, ect. Probably also have a second home back in Blighty as well. And she has a collection of classic cars, which are not exactly cheep.
Name: Isobel Lloyd.
Mask: Isobel is slightly taller than the average woman, with shoulder length brown hair with streaks of white. Her skin is pale (but not albino white), and her eyes are sky blue. If someone saw her from a distance she could be mistaken for her fetch, but up close the different coloured eyes and difference in age make her distinct.
Mein: In her Mein, her hair is cloud bright white. Her skin colour varies, looking like a slowly shifting cloud, her skin a series of white and greys, which darkens and lightens to reflect the clouds above (if it's a cloudless sky it takes on the appearance of summer clouds). Her entire eyes are just a sky blue void. If the winds are high the edges of her skin seem to become thinner, more transparent, like a wispy cloud.

Is that good?
So yeah, ten dots of Merits, the stuff I mentioned before, and that's IT. Once you do that, I'll whip up your 'final' character sheet.
So many merits. So little timepoints. Well, firstly Isobel will need resources 4 and contacts 3, to keep in line with the character. Then... oooh, Profession 3 seems nice. So would Multi-lingual, Market Sense, and Hedge gate sense. I'll have Profession 3, provided that both Market Sense and Hedge Gate can be purchased with xp later. They can, right?
 
Ok. I did realise that the dice pools were weak for the last ones of separation (Admittedly not that weak, still thinking in exalt terms of 6+ is a success), but I thought they fit my character concept well (clouds flowing through doors, ect). Now, your questions. In order.
Hobbies and Interests: Collecting Classic cars is definitely one, she would like to read (if admittedly not that good at staying and reading one thing. Probably be in the middle of half a dozen books at once) and probably does a wee bit of computer gaming. She probably also likes going to talks and what have you (TED talks, debates between eminent people in their field, ect.) as well as attending the Proms as regularly as she can.

Lifestyle: Not excessively lavish, but comfortable. Very comfortable. The day when she can't go into a book shop and spend a couple hundred without unduly worrying would be a unusual (she couldn't do that every day, of course. Once a fortnight perhaps). Her house wouldn't be particularly large, but it would be nice with top of the line everything, best part of town, ect. Probably also have a second home back in Blighty as well. And she has a collection of classic cars, which are not exactly cheep.
Name: Isobel Lloyd.
Mask: Isobel is slightly taller than the average woman, with shoulder length brown hair with streaks of white. Her skin is pale (but not albino white), and her eyes are sky blue. If someone saw her from a distance she could be mistaken for her fetch, but up close the different coloured eyes and difference in age make her distinct.
Mein: In her Mein, her hair is cloud bright white. Her skin colour varies, looking like a slowly shifting cloud, her skin a series of white and greys, which darkens and lightens to reflect the clouds above (if it's a cloudless sky it takes on the appearance of summer clouds). Her entire eyes are just a sky blue void. If the winds are high the edges of her skin seem to become thinner, more transparent, like a wispy cloud.

Is that good?

So many merits. So little timepoints. Well, firstly Isobel will need resources 4 and contacts 3, to keep in line with the character. Then... oooh, Profession 3 seems nice. So would Multi-lingual, Market Sense, and Hedge gate sense. I'll have Profession 3, provided that both Market Sense and Hedge Gate can be purchased with xp later. They can, right?

And yeah, Mask and Mien work.

Yes, they can. So, Profession 3, Resources 4, and Contacts 3. Now, what are your three Contacts, or would you like one of them to be supernatural (in which case, just tell me), and what are the three asset skills of your Profession.

Academics (for Economics) is obvious, but I listed a few other possibilities. Part of that depends on this question: what sort of work does she do for the bank specifically? Well, not that specifically, but what sort of field she's in. Sorry for the questions, you're almost done!
 
And yeah, Mask and Mien work.

Yes, they can. So, Profession 3, Resources 4, and Contacts 3. Now, what are your three Contacts, or would you like one of them to be supernatural (in which case, just tell me), and what are the three asset skills of your Profession.

Academics (for Economics) is obvious, but I listed a few other possibilities. Part of that depends on this question: what sort of work does she do for the bank specifically? Well, not that specifically, but what sort of field she's in. Sorry for the questions, you're almost done!
I had just realised I needed to edit that in. Contacts will have one in Singapore Politics, one more general one and one supernatural one, if that's possible. The three asset skills are Academics, Computers (everything in banking nowadays uses computers in some form. Or at least I haven't seen other wise), and Persuasion. Regarding the work she does (did?) for the bank, she is a Investment banker.

Also, how does accessing my resources work while my Fetch is still 'alive'?
 
Last edited:
Also, how does accessing my resources work while my Fetch is still 'alive'?

If you've got resources, and your Fetch is still posing as the old 'you', then it means you've either cobbled together a new identity and have a job under that name, or you're getting your payment under the table to avoid the government noticing that you shouldn't exist.

Or, some combination of both, or even working solely with other Lost to avoid all those legal issues.
 
From what I understand, it's entirely possibble for someone's fetch to have resources 5 - to represent the resources they had in their mortal life - while the changeling doesn't have any dots at all, as they cannot access that wealth anymore. So don't feel obligated to take resources just because a banker would have money, as it's not her money anymore.
 
I had just realised I needed to edit that in. Contacts will have one in Singapore Politics, one more general one and one supernatural one, if that's possible. The three asset skills are Academics, Computers (everything in banking nowadays uses computers in some form. Or at least I haven't seen other wise), and Persuasion. Regarding the work she does (did?) for the bank, she is a Investment banker.

Also, how does accessing my resources work while my Fetch is still 'alive'?

The Fetch could also be dead at the start.

Oh, so you're definitely going with Singapore? I actually was going to present a spread of potential settings. I had a few ideas. If need be, to keep things open, we can define the Contacts a bit later. Either way, let me show you your character, with notes. And then we go from there.

Name: Isobel Llyod
Concept: Banker off her meds.
Virtue: Meticulous. The ts will be crossed, the is will be dotted, and the margins will be precisely one inch.
Vice: Inattention.
Seeming: Fairest
Kith: Artist
Wyrd: 1, Glamour: 10/10
Health: 7, Clarity: 7, Willpower: 4/4, Size: 5, Speed: 9, Initiative: 5

Attributes:

Intelligence 3, Wits 3, Resolve 2
Strength 1, Dexterity 3, Stamina 2
Presence 1, Manipulation 4, Composure 2

Skills: Academics 5 (Banking/Economics), Computer 2, Drive 1 (Classic Cars), Firearms 1, Intimidation 1 (Blunt Truths), Investigation 2, Larceny 1, Politics 2, Persuasion 2, Socialize 2, Stealth 1, Subterfuge 2.

Contracts: Separation 3, Smoke 1, Dream 1.

Merits: Profession 3 (Banker--Academics, Computer, Persuasion), Resources 4, Contacts 5 (One natural, one supernatural, one specifically local?)

Mask: Isobel is slightly taller than the average woman, with shoulder length brown hair with streaks of white. Her skin is pale (but not albino white), and her eyes are sky blue. If someone saw her from a distance she could be mistaken for her fetch, but up close the different coloured eyes and difference in age make her distinct.
Mein: In her Mein, her hair is cloud bright white. Her skin colour varies, looking like a slowly shifting cloud, her skin a series of white and greys, which darkens and lightens to reflect the clouds above (if it's a cloudless sky it takes on the appearance of summer clouds). Her entire eyes are just a sky blue void. If the winds are high the edges of her skin seem to become thinner, more transparent, like a wispy cloud.
Hobbies: Collecting Cars, Work, Reading, Going Out.

Okay, you need to choose two specialties from among Persuasion, Academics, and Computer.

And also, you get two points of Contacts free as per PRofession 1. We'll solve those in a sec.

Also, you mentioned taking a Stealths specialty earlier, but not what it was, so you have to decide that real quick. And while you're doing that, I'll make up a list of options.
 
The Fetch could also be dead at the start.

Oh, so you're definitely going with Singapore? I actually was going to present a spread of potential settings. I had a few ideas. If need be, to keep things open, we can define the Contacts a bit later. Either way, let me show you your character, with notes. And then we go from there.

Name: Isobel Llyod
Concept: Banker off her meds.
Virtue: Meticulous. The ts will be crossed, the is will be dotted, and the margins will be precisely one inch.
Vice: Inattention.
Seeming: Fairest
Kith: Artist
Wyrd: 1, Glamour: 10/10
Health: 7, Clarity: 7, Willpower: 4/4, Size: 5, Speed: 9, Initiative: 5

Attributes:

Intelligence 3, Wits 3, Resolve 2
Strength 1, Dexterity 3, Stamina 2
Presence 1, Manipulation 4, Composure 2

Skills: Academics 5 (Banking/Economics), Computer 2, Drive 1 (Classic Cars), Firearms 1, Intimidation 1 (Blunt Truths), Investigation 2, Larceny 1, Politics 2, Persuasion 2, Socialize 2, Stealth 1, Subterfuge 2.

Contracts: Separation 3, Smoke 1, Dream 1.

Merits: Profession 3 (Banker--Academics, Computer, Persuasion), Resources 4, Contacts 5 (One natural, one supernatural, one specifically local?)

Mask: Isobel is slightly taller than the average woman, with shoulder length brown hair with streaks of white. Her skin is pale (but not albino white), and her eyes are sky blue. If someone saw her from a distance she could be mistaken for her fetch, but up close the different coloured eyes and difference in age make her distinct.
Mein: In her Mein, her hair is cloud bright white. Her skin colour varies, looking like a slowly shifting cloud, her skin a series of white and greys, which darkens and lightens to reflect the clouds above (if it's a cloudless sky it takes on the appearance of summer clouds). Her entire eyes are just a sky blue void. If the winds are high the edges of her skin seem to become thinner, more transparent, like a wispy cloud.
Hobbies: Collecting Cars, Work, Reading, Going Out.

Okay, you need to choose two specialties from among Persuasion, Academics, and Computer.

And also, you get two points of Contacts free as per PRofession 1. We'll solve those in a sec.

Also, you mentioned taking a Stealths specialty earlier, but not what it was, so you have to decide that real quick. And while you're doing that, I'll make up a list of options.
Ok. My specialities will be in Persuasion (Deal making), and Computers (Data Manipulation) [This says good things for her job], and for Stealth (High Places).

And if you have a set of ideas for other locations, go ahead.
 
Last edited:
Ok. My specialities will be in Persuasion (Deal making), and Computers (Data Manipulation) [This says good things for her job], and for Stealth (High Places).

And if you have a set of ideas for other locations, go ahead.



So, here's your final sheet, except for the Contacts stuff.

Name: Isobel Llyod
Concept: Banker off her meds.
Virtue: Meticulous. The ts will be crossed, the is will be dotted, and the margins will be precisely one inch.
Vice: Inattention.
Seeming: Fairest
Kith: Artist
Wyrd: 1, Glamour: 10/10
Health: 7, Clarity: 7, Willpower: 4/4, Size: 5, Speed: 9, Initiative: 5

Attributes:

Intelligence 3, Wits 3, Resolve 2
Strength 1, Dexterity 3, Stamina 2
Presence 1, Manipulation 4, Composure 2

Skills: Academics 5 (Banking/Economics), Computer 2 (Data Manipulation), Drive 1 (Classic Cars), Firearms 1, Intimidation 1 (Blunt Truths), Investigation 2, Larceny 1, Politics 2, Persuasion 2 (Making Deals), Socialize 2, Stealth 1 (High Places), Subterfuge 2.

Contracts: Separation 3, Smoke 1, Dream 1.

Merits: Profession 3 (Banker--Academics, Computer, Persuasion), Resources 4, Contacts 5 (One natural, one supernatural, one specifically local?), Mantle (Autumn) 1

Mask: Isobel is slightly taller than the average woman, with shoulder length brown hair with streaks of white. Her skin is pale (but not albino white), and her eyes are sky blue. If someone saw her from a distance she could be mistaken for her fetch, but up close the different coloured eyes and difference in age make her distinct.
Mein: In her Mein, her hair is cloud bright white. Her skin colour varies, looking like a slowly shifting cloud, her skin a series of white and greys, which darkens and lightens to reflect the clouds above (if it's a cloudless sky it takes on the appearance of summer clouds). Her entire eyes are just a sky blue void. If the winds are high the edges of her skin seem to become thinner, more transparent, like a wispy cloud.
Hobbies: Collecting Cars, Work, Reading, Going Out.

Options!

[] London Calling: One of the most powerful Freeholds in the world, London (not all Freeholds have great names) is a rich welter of connections and Trods going around much of the world, and its bankers, merchants, and others are part of it. But there is wealth and poverty in London, clashes of cultures and secrets in the Hedge. Set in the summer of 2010.

[] Freehold of Bucolia: A rich, if somewhat remote, Freehold in rural England, it harvests rare and strange goblin fruits, and is a place of Spring, of light and laughter, whistling against the dark. Far from London, it has fewer bankers and less weatlh, but even in the countryside, there is money to be had. Spring 2010 starting point.

[] Freehold of the Bath: Bath, England has had a long reputation as a place of healing waters, and this very reputation gives rise to strange structures in the Hedge, healing fruits and healing waters on the other side whose effects are quite supernatural, and studied, used, bought and sold by many. Summer 2010 Starting point.

[] On the border: The one story that isn't set in a Freehold that your character lives, how this works is that your character is on 'holiday' but more precisely on assignment to the Scottish/English border, a place whose very nature has magical resonance in the Hedge, a power that draws many curious studiers to the area. She'd be on assignment from her Monarch to this area where there are only a few dozen Changelings, and msot of them loners or from somewhere else. December 2010 starting point.

[] Livin' in Singapore: Singapore, a city that has been independent for decades, and yet is still dominated by seasonal courts, courts that vie in contention with newer Directional Courts for power. Many of these courts still led by people of...British descent, even after all these decades. A Freehold riven in twain, and then from there into greater pieces. A complex place to live indeed. Autumn 2010.

[] Singapore Nights: Or, she could be on assignment, there as a factor/merchant of London, to see through a few troubles involving mysterious disappearances and, even more worryingly, vampires. Winter 2010.

****
Though I admit, one difficulty is that I'm not British. :oops:
 
Last edited:
So, here's your final sheet, except for the Contacts stuff.

Name: Isobel Llyod
Concept: Banker off her meds.
Virtue: Meticulous. The ts will be crossed, the is will be dotted, and the margins will be precisely one inch.
Vice: Inattention.
Seeming: Fairest
Kith: Artist
Wyrd: 1, Glamour: 10/10
Health: 7, Clarity: 7, Willpower: 4/4, Size: 5, Speed: 9, Initiative: 5

Attributes:

Intelligence 3, Wits 3, Resolve 2
Strength 1, Dexterity 3, Stamina 2
Presence 1, Manipulation 4, Composure 2

Skills: Academics 5 (Banking/Economics), Computer 2 (Data Manipulation), Drive 1 (Classic Cars), Firearms 1, Intimidation 1 (Blunt Truths), Investigation 2, Larceny 1, Politics 2, Persuasion 2 (Making Deals), Socialize 2, Stealth 1 (High Places), Subterfuge 2.

Contracts: Separation 3, Smoke 1, Dream 1.

Merits: Profession 3 (Banker--Academics, Computer, Persuasion), Resources 4, Contacts 5 (One natural, one supernatural, one specifically local?)

Mask: Isobel is slightly taller than the average woman, with shoulder length brown hair with streaks of white. Her skin is pale (but not albino white), and her eyes are sky blue. If someone saw her from a distance she could be mistaken for her fetch, but up close the different coloured eyes and difference in age make her distinct.
Mein: In her Mein, her hair is cloud bright white. Her skin colour varies, looking like a slowly shifting cloud, her skin a series of white and greys, which darkens and lightens to reflect the clouds above (if it's a cloudless sky it takes on the appearance of summer clouds). Her entire eyes are just a sky blue void. If the winds are high the edges of her skin seem to become thinner, more transparent, like a wispy cloud.
Hobbies: Collecting Cars, Work, Reading, Going Out.

Options!

[] London Calling: One of the most powerful Freeholds in the world, London (not all Freeholds have great names) is a rich welter of connections and Trods going around much of the world, and its bankers, merchants, and others are part of it. But there is wealth and poverty in London, clashes of cultures and secrets in the Hedge. Set in the summer of 2010.

[] Freehold of Bucolia: A rich, if somewhat remote, Freehold in rural England, it harvests rare and strange goblin fruits, and is a place of Spring, of light and laughter, whistling against the dark. Far from London, it has fewer bankers and less weatlh, but even in the countryside, there is money to be had. Spring 2010 starting point.

[] Freehold of the Bath: Bath, England has had a long reputation as a place of healing waters, and this very reputation gives rise to strange structures in the Hedge, healing fruits and healing waters on the other side whose effects are quite supernatural, and studied, used, bought and sold by many. Summer 2010 Starting point.

[] On the border: The one story that isn't set in a Freehold that your character lives, how this works is that your character is on 'holiday' but more precisely on assignment to the Scottish/English border, a place whose very nature has magical resonance in the Hedge, a power that draws many curious studiers to the area. She'd be on assignment from her Monarch to this area where there are only a few dozen Changelings, and msot of them loners or from somewhere else. December 2010 starting point.

[] Livin' in Singapore: Singapore, a city that has been independent for decades, and yet is still dominated by seasonal courts, courts that vie in contention with newer Directional Courts for power. Many of these courts still led by people of...British descent, even after all these decades. A Freehold riven in twain, and then from there into greater pieces. A complex place to live indeed. Autumn 2010.

[] Singapore Nights: Or, she could be on assignment, there as a factor/merchant of London, to see through a few troubles involving mysterious disappearances and, even more worryingly, vampires. Winter 2010.

****
Though I admit, one difficulty is that I'm not British. :oops:
That would be one difficulty, yes. I think I'll choose [X]London Calling. Politics and Poverty. Which may have been how my economics teacher once described America. And if you need help with English items, I can answer your questions.

Just one thing, shouldn't I have a one dot merit of Mantle (Autumn) for free?
 
That would be one difficulty, yes. I think I'll choose [X]London Calling. Politics and Poverty. Which may have been how my economics teacher once described America. And if you need help with English items, I can answer your questions.

Just one thing, shouldn't I have a one dot merit of Mantle (Autumn) for free?

Oh yeah, yeah you should. I'll edit it in. Now, I'll need a little while to come up with the whole Freehold and the specifics of the plot and the like, kay?
 
Out of curiosity, @The Laurent, Is there any chance of this new RP and KCS interacting? I believe you mentioned they would be in the same universe. I think KCS is Spring 2010, so the RP would be in the future (or past if I remember the year wrong), which might complicate things.
 
Kay. Also, I cannot thank you enough for this. Really, truly grateful.

I already have at least two London characters written out, at least. KCS Quest takes place in March and April of 2011, and involves a certain Jordon Queensay, a rich and powerful Spring Courtier, and Alistair Kingsley, an Autumn courtier such as yourself.


Out of curiosity, @The Laurent, Is there any chance of this new RP and KCS interacting? I believe you mentioned they would be in the same universe. I think KCS is Spring 2010, so the RP would be in the future (or past if I remember the year wrong), which might complicate things.

Nope, no concerns there! Because we're set in 2011, whereas this is in 2010. That said, there will likely be at least some interaction in the sense of having shared characters, especially if you get involved in London politics or talk to people. Like, Jordan Queensay will be a character in the RP.
 
Oh yeah, yeah you should. I'll edit it in. Now, I'll need a little while to come up with the whole Freehold and the specifics of the plot and the like, kay?

Remember to read Shadows of the UK. It's pretty fucking great, and you can probably apply a lot of what it says about the Shadow of the UK to the Hedge of the UK, if you're not going to be using any spirit stuff. It's a good guide for how to run UK-based horror.

(It is much better than the infamous Isles of the Mighty, the oWoD oChangeling UK sourcebook which among other things made everyone either Arthurian or Celtic, got the locations of many cities on the map wrong, and I believe claimed that the currency of Wales was the dollar)

Also, read Damnation City. Because Damnation City is my bae.
 
Remember to read Shadows of the UK. It's pretty fucking great, and you can probably apply a lot of what it says about the Shadow of the UK to the Hedge of the UK, if you're not going to be using any spirit stuff. It's a good guide for how to run UK-based horror.

(It is much better than the infamous Isles of the Mighty, the oWoD oChangeling UK sourcebook which among other things made everyone either Arthurian or Celtic, got the locations of many cities on the map wrong, and I believe claimed that the currency of Wales was the dollar)

Also, read Damnation City. Because Damnation City is my bae.

I actually have read Damnation City before, albeit not recently. I do remember liking the example Princes, though being slightly confused by some of the illustrations/maps.
 
(It is much better than the infamous Isles of the Mighty, the oWoD oChangeling UK sourcebook which among other things made everyone either Arthurian or Celtic, got the locations of many cities on the map wrong, and I believe claimed that the currency of Wales was the dollar)
Did they not believe in fact checkers? I mean, we wish we had more autonomy, but even still the banking union and open boarders between the various kingdoms of our country are going to be the last things to vanish if the UK somehow dissolves. We welsh like the pound. It's useful, and changing to anything would be far too much of a hassle.

And how can you get a map wrong? There are at least six diffrent free sources of maps online. The sheer.... Wow. They truly did done goof.
 
Damnation City is my bae
Damnation City should be everyone's bae. Seriously, it is great resource for just about any kind of story set in modern city. I love it, more than I love the Broken Winged Crane from Exalted and more than the War With The Pure. Which introduced me to the glories of Were-Roaches.

My St and I used it as helper for my Exalted-Modern game, Asuka-Akira (Asuka-Tetsuo) is more fun than if should be, she even pulled off the laser block moment on a bridge! and while Exalted lacks the sense of horror that WoD has, it certainly lent the games the verisimilitude that is so important in any form of fiction.

Seriously though, if there is a single book I could recommend to anyone who wants to write anything in real life city, pick up Damnation City. It is so good, I actually went and bought a copy.
 
Damnation City should be everyone's bae. Seriously, it is great resource for just about any kind of story set in modern city. I love it, more than I love the Broken Winged Crane from Exalted and more than the War With The Pure. Which introduced me to the glories of Were-Roaches.

My St and I used it as helper for my Exalted-Modern game, Asuka-Akira (Asuka-Tetsuo) is more fun than if should be, she even pulled off the laser block moment on a bridge! and while Exalted lacks the sense of horror that WoD has, it certainly lent the games the verisimilitude that is so important in any form of fiction.

Seriously though, if there is a single book I could recommend to anyone who wants to write anything in real life city, pick up Damnation City. It is so good, I actually went and bought a copy.

Though some of the territorial advice doesn't mix well with Changeling. Or rather, the greater cooperation (generally) that Changeling Courts have, and it also has some complexities involving the difference beween Changeling and Vampire fuel, and the Hedge, which is like this whole separate political map only partially 'owned' by Changelings which I'd probably represent by some sort of 'color map.' Green in the areas that are mostly safe and Changeling controlled (mostly) and then getting redder as it gets to the 'you're on your own' areas. And even that would probably be simplifying things.
 
Back
Top