CONTRACTS OF SURGERY
Many of the True Fae profess to a fascination in life and the shaping of flesh, and to that end they have made deals with scalpels and lab coats and all the accoutrements of the surgeon's office. Some changelings sign onto this contracts because their masters need gophers and craftsmen; others learn from what was done to them.
Contracts of Surgery are affinity for Wizened and kiths from other Seemings that have a medical aspect.
DOCTOR'S EYE (•)
The changeling can discern the state of health of a living being and detect and identify any illnesses.
Cost: 1 Glamour
Dice Pool: Medicine + Wyrd (minus Composure, if the patient is trying to hide something about their health)
Action: Extended (One roll per turn)
Catch: The changeling is being paid to provide medical treatment
Roll Results
Dramatic Failure: Both the patient and the changeling come down with a randomly chosen common disease of the Storyteller's choice.
Failure: The changeling can see nothing wrong with the patient. No successes are gained.
Success: The changeling accumulates successes. The Storyteller should assign a number a target number to each condition the patient suffers from. On reaching the target number, the changeling discovers it. Basic information about their health or obvious ailments like the common cold or a sprain might only be one or two successes, while a well-hidden tumour or a rare disease like Ebola might be five or more. If the patient has reason to hide something about their health - for example, an unfaithful man with an STD - his Composure is subtracted from each roll.
Extraordinary Success: Extra successes are their own reward.
Suggested Modifiers
-1: The changeling is rushed or overworked.
-3: The patient is actively hostile to the changeling.
+2: The changeling has access to the patient's medical records.
STEADY HANDS (••)
The character seems unflappable. No matter how dire the situation, no matter how poor their tools or how stressful things are, they work cleanly and efficiently with supernatural poise.
Cost: 1 Glamour
Dice Pool: Wyrd + Composure
Action: Instant
Catch: The changeling is in a high stress situation, and they are the only one who can prevent injury or save a life.
Roll Results
Dramatic Failure: The character believes that they are unflappable. Actually, they are drunk with overconfidence, and automatically dramatically fail their next roll that success on this clause would have benefited.
Failure: The supernatural steadiness is beyond the changeling's (likely shaking) grasp.
Success: Each success negates a point of penalties to the next roll they make which requires mechanical precision or emotional resilience. For example, it might apply to careful surgical operations, sniping, or staying calm in the face of supernatural horror.
Extraordinary Success: The bonus lasts for the remainder of the scene.
SURGERY ON THE SLY (•••)
The tales of tricksy fairies mention how they can cure anything - though the price may not be what you hoped for. This clause can only be used as part of a medical treatment on a living being, though the treatment need not be at all related to the ailment - or indeed, what conventional medicine says is possible. A handful of sugar pills can cure a bullet wound, or stitching up their foot removes a headache.
Cost: 1 Glamour + 1 Willpower
Dice Pool: Manipulation + Wyrd
Action: Instant
Catch: The changeling has extolled how the cure is miraculous or foolproof to the character before applying it.
Roll Results
Dramatic Failure: Not only does the treatment have no effect, but the patient and all onlookers are filled with rage towards the obvious quack and will try their best to hurt, punish, or - in some cases - even kill them.
Failure: The treatment has no effect.
Success: When used to treat minor, narrative-level ailments, such as the common cold, back pains or the like, a single success is enough to cure the condition and prevent a recurrence for a month. More major conditions - such as a malignant tumour - are not cured, but go into abeyance for a number of days equal to the successes rolled. When used to treat damage, each success can convert one level of lethal damage into two levels of bashing damage, as long as the character has unmarked health boxes.
Extraordinary Success: The changeling entirely cures major medical ailments, even ones felt to be incurable by normal medicine. With an exceptional success, one success can remove one level of bashing or lethal damage, or turn one level of aggravated damage into two levels of lethal damage as long as the character has unmarked health boxes.
SCALPEL TO THE FACE (••••)
In Faerie, some changelings were surgeons to the literal stars. Mortal flesh is not much of a challenge compared to what the fae had them do. The changeling must have access to some level of surgical space to make use of this cause, and it must be used on a living, or a relatively fresh corpse. On a living patient, they must either be willing, or restrained and/or sedated.
Cost: 3 Glamour + 1 Willpower
Dice Pool: Medicine + Wyrd (minus Stamina + Wyrd, if resisted)
Action: Extended (One roll per three hours)
Catch: The changeling carries out the surgery in the Hedge.
Roll Results
Dramatic Failure: The changeling cuts something which really shouldn't have been cut, and the patient starts to bleed out as if their health boxes were full of lethal damage.
Failure: No successes are gained. No progress is made. One lethal damage is inflicted on the patient.
Success: The changeling progresses with their strange surgical operation. Each roll inflicts one lethal damage on the patient. Each success may be allocated to modifying one of the following features: changing eye colour, skin colour, hair colour, hair texture, hair length, altering fingerprints. Other similar characteristics can also be altered - body hair can be removed or made more abundant, height can be altered by up to five centimetres in either direction from their "natural", weight can be reduced or increased by five kilograms per success, and facial features or distinguishing features can be altered. Modifying external genitalia costs two successes, although this clause cannot grant fertility. Any changes appear completely natural to the mundane eye, though investigators who can see through the Mask can discover surgical scars and traces of strange faerie chemicals. The seeming and/or kith of a changeling (or similar defining features of a supernatural template) may not be changed.
By spending a willpower dot, the patient can have the changes last indefinitely. Otherwise, they last for a month spent in the mortal world (time in the Hedge or Faerie does not count), or until this clause is used again to undo the changes (successes are negated at a rate of one-to-one).
Extraordinary Success: The extra successes are their own reward.
Suggested Modifiers
-5: Only access to improvised tools in insanitary conditions
-1: No access to faerie medical devices
+2: Access to goblin medicines
MOREAU'S MARVELS (•••••)
The True Fae cannot create, no, but they find flesh endlessly mutable and fascinating to play with. It is with contracts such as this that some of the worst monsters of Faerie are made. The changeling transplants flesh and organs from one creature to another. To make use of this clause the changeling must have fresh donor organs and tissue with the desired trait to transplant, and an unwilling patient must be sedated and/or restrained.
Abuse of this clause can be very rapidly harmful to Clarity.
Cost: 4 Glamour + 1 Willpower
Dice Pool: Wyrd + Science
Action: Extended (One roll per three hours)
Catch: The changeling is making something he has never seen, but has dreamed about.
Roll Results
Dramatic Failure: The organs and tissues become some freak of the Hedge, scurrying off with a fierce hatred for their creator.
Failure: One lethal damage is inflicted on the patient. No progress is made.
Success: One lethal damage is inflicted on the patient by the weird surgery. Each success allows one trait from the donor tissue to be transplanted to the patient. Any trait which exists in nature, or within creatures of the Hedge, may theoretically be exchanged. A cow could make honey by eating flowers like a bee, a crow could change colours like a chameleon, or a briarwolf could sing like a canary. Changes in size (up or down) require successes on a one-for-one basis. Surgery that mortals are capable of - like organ transplants - could also be performed with a fresh example of the organ.
Natural changes between donors of the same species as the patient which do not significantly alter their natural body type (a pair of replacement kidneys, a new arm for an amputee, etc) are permanent, and the magic of faerie handles rejection issues. On characters with a Supernatural Advantage, unnatural changes decay at a rate of one success per time the character regains willpower from sleep. A human or a mortal animal granted unnatural abilities begins to suffer like a hob prevented from returning to the Hedge and will eventually die. If they do enter the Hedge, over time they will become a true hob.
Extraordinary Success: Successes are their own reward.
-5: Only access to improvised tools in insanitary conditions
-1: No access to faerie medical devices
+1: Carrying out the surgery in the Hedge
+2: Access to goblin medicines
Many of the True Fae profess to a fascination in life and the shaping of flesh, and to that end they have made deals with scalpels and lab coats and all the accoutrements of the surgeon's office. Some changelings sign onto this contracts because their masters need gophers and craftsmen; others learn from what was done to them.
Contracts of Surgery are affinity for Wizened and kiths from other Seemings that have a medical aspect.
DOCTOR'S EYE (•)
The changeling can discern the state of health of a living being and detect and identify any illnesses.
Cost: 1 Glamour
Dice Pool: Medicine + Wyrd (minus Composure, if the patient is trying to hide something about their health)
Action: Extended (One roll per turn)
Catch: The changeling is being paid to provide medical treatment
Roll Results
Dramatic Failure: Both the patient and the changeling come down with a randomly chosen common disease of the Storyteller's choice.
Failure: The changeling can see nothing wrong with the patient. No successes are gained.
Success: The changeling accumulates successes. The Storyteller should assign a number a target number to each condition the patient suffers from. On reaching the target number, the changeling discovers it. Basic information about their health or obvious ailments like the common cold or a sprain might only be one or two successes, while a well-hidden tumour or a rare disease like Ebola might be five or more. If the patient has reason to hide something about their health - for example, an unfaithful man with an STD - his Composure is subtracted from each roll.
Extraordinary Success: Extra successes are their own reward.
Suggested Modifiers
-1: The changeling is rushed or overworked.
-3: The patient is actively hostile to the changeling.
+2: The changeling has access to the patient's medical records.
STEADY HANDS (••)
The character seems unflappable. No matter how dire the situation, no matter how poor their tools or how stressful things are, they work cleanly and efficiently with supernatural poise.
Cost: 1 Glamour
Dice Pool: Wyrd + Composure
Action: Instant
Catch: The changeling is in a high stress situation, and they are the only one who can prevent injury or save a life.
Roll Results
Dramatic Failure: The character believes that they are unflappable. Actually, they are drunk with overconfidence, and automatically dramatically fail their next roll that success on this clause would have benefited.
Failure: The supernatural steadiness is beyond the changeling's (likely shaking) grasp.
Success: Each success negates a point of penalties to the next roll they make which requires mechanical precision or emotional resilience. For example, it might apply to careful surgical operations, sniping, or staying calm in the face of supernatural horror.
Extraordinary Success: The bonus lasts for the remainder of the scene.
SURGERY ON THE SLY (•••)
The tales of tricksy fairies mention how they can cure anything - though the price may not be what you hoped for. This clause can only be used as part of a medical treatment on a living being, though the treatment need not be at all related to the ailment - or indeed, what conventional medicine says is possible. A handful of sugar pills can cure a bullet wound, or stitching up their foot removes a headache.
Cost: 1 Glamour + 1 Willpower
Dice Pool: Manipulation + Wyrd
Action: Instant
Catch: The changeling has extolled how the cure is miraculous or foolproof to the character before applying it.
Roll Results
Dramatic Failure: Not only does the treatment have no effect, but the patient and all onlookers are filled with rage towards the obvious quack and will try their best to hurt, punish, or - in some cases - even kill them.
Failure: The treatment has no effect.
Success: When used to treat minor, narrative-level ailments, such as the common cold, back pains or the like, a single success is enough to cure the condition and prevent a recurrence for a month. More major conditions - such as a malignant tumour - are not cured, but go into abeyance for a number of days equal to the successes rolled. When used to treat damage, each success can convert one level of lethal damage into two levels of bashing damage, as long as the character has unmarked health boxes.
Extraordinary Success: The changeling entirely cures major medical ailments, even ones felt to be incurable by normal medicine. With an exceptional success, one success can remove one level of bashing or lethal damage, or turn one level of aggravated damage into two levels of lethal damage as long as the character has unmarked health boxes.
SCALPEL TO THE FACE (••••)
In Faerie, some changelings were surgeons to the literal stars. Mortal flesh is not much of a challenge compared to what the fae had them do. The changeling must have access to some level of surgical space to make use of this cause, and it must be used on a living, or a relatively fresh corpse. On a living patient, they must either be willing, or restrained and/or sedated.
Cost: 3 Glamour + 1 Willpower
Dice Pool: Medicine + Wyrd (minus Stamina + Wyrd, if resisted)
Action: Extended (One roll per three hours)
Catch: The changeling carries out the surgery in the Hedge.
Roll Results
Dramatic Failure: The changeling cuts something which really shouldn't have been cut, and the patient starts to bleed out as if their health boxes were full of lethal damage.
Failure: No successes are gained. No progress is made. One lethal damage is inflicted on the patient.
Success: The changeling progresses with their strange surgical operation. Each roll inflicts one lethal damage on the patient. Each success may be allocated to modifying one of the following features: changing eye colour, skin colour, hair colour, hair texture, hair length, altering fingerprints. Other similar characteristics can also be altered - body hair can be removed or made more abundant, height can be altered by up to five centimetres in either direction from their "natural", weight can be reduced or increased by five kilograms per success, and facial features or distinguishing features can be altered. Modifying external genitalia costs two successes, although this clause cannot grant fertility. Any changes appear completely natural to the mundane eye, though investigators who can see through the Mask can discover surgical scars and traces of strange faerie chemicals. The seeming and/or kith of a changeling (or similar defining features of a supernatural template) may not be changed.
By spending a willpower dot, the patient can have the changes last indefinitely. Otherwise, they last for a month spent in the mortal world (time in the Hedge or Faerie does not count), or until this clause is used again to undo the changes (successes are negated at a rate of one-to-one).
Extraordinary Success: The extra successes are their own reward.
Suggested Modifiers
-5: Only access to improvised tools in insanitary conditions
-1: No access to faerie medical devices
+2: Access to goblin medicines
MOREAU'S MARVELS (•••••)
The True Fae cannot create, no, but they find flesh endlessly mutable and fascinating to play with. It is with contracts such as this that some of the worst monsters of Faerie are made. The changeling transplants flesh and organs from one creature to another. To make use of this clause the changeling must have fresh donor organs and tissue with the desired trait to transplant, and an unwilling patient must be sedated and/or restrained.
Abuse of this clause can be very rapidly harmful to Clarity.
Cost: 4 Glamour + 1 Willpower
Dice Pool: Wyrd + Science
Action: Extended (One roll per three hours)
Catch: The changeling is making something he has never seen, but has dreamed about.
Roll Results
Dramatic Failure: The organs and tissues become some freak of the Hedge, scurrying off with a fierce hatred for their creator.
Failure: One lethal damage is inflicted on the patient. No progress is made.
Success: One lethal damage is inflicted on the patient by the weird surgery. Each success allows one trait from the donor tissue to be transplanted to the patient. Any trait which exists in nature, or within creatures of the Hedge, may theoretically be exchanged. A cow could make honey by eating flowers like a bee, a crow could change colours like a chameleon, or a briarwolf could sing like a canary. Changes in size (up or down) require successes on a one-for-one basis. Surgery that mortals are capable of - like organ transplants - could also be performed with a fresh example of the organ.
Natural changes between donors of the same species as the patient which do not significantly alter their natural body type (a pair of replacement kidneys, a new arm for an amputee, etc) are permanent, and the magic of faerie handles rejection issues. On characters with a Supernatural Advantage, unnatural changes decay at a rate of one success per time the character regains willpower from sleep. A human or a mortal animal granted unnatural abilities begins to suffer like a hob prevented from returning to the Hedge and will eventually die. If they do enter the Hedge, over time they will become a true hob.
Extraordinary Success: Successes are their own reward.
-5: Only access to improvised tools in insanitary conditions
-1: No access to faerie medical devices
+1: Carrying out the surgery in the Hedge
+2: Access to goblin medicines
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