The Lost Files (C:TL/Dresden Files) (CK2-ish)

And are easily smart enough to figure it out, especially with a background in anthropology.

If one actually meets with the Professors sometime, there will be a lot of 'they try to convince her to pursue a PhD in *something* because she's just been (by their understanding that she's independently wealthy in some vague, undefined 'useless' way) sitting on her education and talent this whole time.'

Also, yes, she is quite capable of learning both languages. She hasn't started on the work of doing so, mostly for lack of time, but she *has* been compiling the nature of the symbols, writing *all* of it down, though of course by nature there are repetitions of said symbols when they appear because all of the words of the languages that *are* known have to deal with spirits, ghosts, deaths, burials, funerals, magic. So a limited subset of words, but yes, it likely *is* the key and it's an ever-shifting, changes every day and might be gone the next day, set of symbols on the body of a Changeling. Go figure.

To note, though, she hasn't translated them yet, both for lack of time, and because even with her intelligence, it'd be a definite and concerted effort in which she'd be wise to read up on etymology, read EVERYTHING she can about linguistics, and also consult the experts just to make sure she's on the right track. It'd be a relatively big undertaking, but if she ever *does* want to become a celebrity, that could be one way to do it...
...Now I kinda want to see a Disney Princess Changeling. >.>


It's not vulnerability to sunlight specifically, but something that would be as inconvenient. The examples given in the book include being unable to go out while the moon is in the sky (literally unable, unless she spends 1 Willpower point per turn, but does not cause damage), or feeling pain in the presence of children (1 lethal damage per turn until she's no longer in their presence).

Maggie the Zookeeper has *three* Hedge Beast Companions, a ton of Hedge Beast Familiars, and more than that loves and has a deep rapport with animals. She's also rather more no-nonsense and smells rather more of animals than most Disney princesses, but hey.

Also, the big first update will be on Saturday!
 
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If one actually meets with the Professors sometime, there will be a lot of 'they try to convince her to pursue a PhD in *something* because she's just been (by their understanding that she's independently wealthy in some vague, undefined 'useless' way) sitting on her education and talent this whole time.'

Also, yes, she is quite capable of learning both languages. She hasn't started on the work of doing so, mostly for lack of time, but she *has* been compiling the nature of the symbols, writing *all* of it down, though of course by nature there are repetitions of said symbols when they appear because all of the words of the languages that *are* known have to deal with spirits, ghosts, deaths, burials, funerals, magic. So a limited subset of words, but yes, it likely *is* the key and it's an ever-shifting, changes every day and might be gone the next day, set of symbols on the body of a Changeling. Go figure.

To note, though, she hasn't translated them yet, both for lack of time, and because even with her intelligence, it'd be a definite and concerted effort in which she'd be wise to read up on etymology, read EVERYTHING she can about linguistics, and also consult the experts just to make sure she's on the right track. It'd be a relatively big undertaking, but if she ever *does* want to become a celebrity, that could be one way to do it...


Maggie the Zookeeper has *three* Hedge Beast Companions, a ton of Hedge Beast Familiars, and more than that loves and has a deep rapport with animals. She's also rather more no-nonsense and smells rather more of animals than most Disney princesses, but hey.

Also, the big first update will be on Saturday!
If inspiring emotions can give glamour, how much could she get for doing such a thing?
 
One difficulty is that one can't harvest emotions or the like worldwide. Harvesting glamour is very...personal. Or at least it tends to be. Or, if not personal, at least face-to-face.

What exactly is Glamour defined as being?


Are the Changelings going to be worried about how they've been mysteriously transported to another world? Changelings are a paranoid bunch and this kind of thing seems like the sort of crap the True Fae might pull. Moreover they have no assurance that this won't happen again; perhaps with an even more deadly destination for their kind. This is the kind of terrifying, mysterious, potentially deadly event that Cora would likely obsess over unraveling.
 
What exactly is Glamour defined as being?


Are the Changelings going to be worried about how they've been mysteriously transported to another world? Changelings are a paranoid bunch and this kind of thing seems like the sort of crap the True Fae might pull. Moreover they have no assurance that this won't happen again; perhaps with an even more deadly destination for their kind. This is the kind of terrifying, mysterious, potentially deadly event that Cora would likely obsess over unraveling.

Hell yeah. Though they are also going to be worried desperately over surviving and finding their place in the world. But yeah, it's not going to be an easy revelation to accept, though it's something large enough that Cora is pretty sure that the True Fae *probably* couldn't possibly do anything like that?

Which rather opens the question of who/how the fuck.
 
Hell yeah. Though they are also going to be worried desperately over surviving and finding their place in the world. But yeah, it's not going to be an easy revelation to accept, though it's something large enough that Cora is pretty sure that the True Fae *probably* couldn't possibly do anything like that?

Which rather opens the question of who/how the fuck.

When in doubt, blame Dresden.

He is probably involved somehow.
 
OOC: Hedgespun Clothing Stuff
Oh, and @veekie , take one Bonus Point! More are for the taking when we enter the Contract part. o.o

*****

Hedgespun and Tokens: While not a skilled Hedgespinner herself, she has access to plenty of Hedgespun clothing, as well as some armor. She possesses a full small wardrobe of about five outfits and several formal/special outfits (such as for a formal event or a duel), and an additional outfit or two for more specialized situations.

When she is not in the Hedge but needs protection and doesn't want to stand out at all, she has a Darkluck Hoodie. It is reinforced clothing armor, which provides a slight bonus against, say, knives and slashing normally. But in addition, it is relatively stealthy and its protection against bullets is equal to that of a bulletproof vest, while being somewhat more protected against knives and fists than reinforced clothing would normally be.

Additionally, she normally carries around a Hedgespun kitchen knife, sheathed as if it were a 'real' weapon. It is more durable than any kitchen knife, approaching that of a combat knife, and is both surprisingly sharp, and very good at piercing through armor and defenses. Next, she has ragged, slightly ripped jeans that serve to cover the rest of her body, and which are similarly designed to be protected against both bullets, claws, and knives to some extent. Finally, she has the shoes of the swift journey. It provides some bonus to speed, and they are remarkably quiet, making very little noise in most circumstances. They're also black, so if they get blood on them, well, who's going to notice! Win-win.

Her Hedge-war outfit, on the other hand, is a little more...involved. She wears a suit of armor beneath a robe that is somewhere between the robe of an academic and one of a fantasy wizard. The armor is Plate Armor, which has had the strength requirements reduced by 2, and has been made limber and unencumbered to have no defense or speed penalties, but is otherwise as normal. The armor looks like burnished bronze, and has the personal crest of arms on the chest, when it is fully revealed, as well as symbols of both spiders and lightning wreathed in smoke on the arms. The crest of Cora Graves is a green Eye of Horus on an opened white palm, a Hamsa in other words, and that resting in the center of a grey gravestone. Over this armor is a grey robe, which seems to give off a dusky smell, and which is fitted to improve athletic ability, and fortified in order to be harder to rip, tear or destroy. In addition to this, she has one survival knife that is very good at skinning animals (or people) cutting off stray Hedge Fruit, and even hacking through dense foliage, and also serves as a decent backup weapon. She has this weapon whenever she is in the Hedge, unlike her stave, which is a large staff that she wields which is highly durable, surprisingly hard, made of dark wood, and the staff seems to grow and live, and tendrils of wood sometimes shoot up to block an incoming attack (increasing her effective defense). She uses this weapon only when she is expecting to go to war in the Hedge.

Finally, she possesses several small Tokens, including a pen that never runs out of ink, a jar that can hold anything, even acid, ghosts, or abstractions, and several other small/minor tools of her trade. She also has access, at times, to a few slightly higher dot Tokens, should she need them, but in her day-to-day, Tokens do not hold a large part of her attention.
 
Finally, she possesses several small Tokens, including a pen that never runs out of ink, a jar that can hold anything, even acid, ghosts, or abstractions, and several other small/minor tools of her trade. She also has access, at times, to a few slightly higher dot Tokens, should she need them, but in her day-to-day, Tokens do not hold a large part of her attention.

Don't all Tokens have catches, unless they're Triffles? ... Did you explain Tokens at any point? I remember that you did, but a search brings up nothing, and I resorted to the Wiki.
 
Don't all Tokens have catches, unless they're Triffles? ... Did you explain Tokens at any point? I remember that you did, but a search brings up nothing, and I resorted to the Wiki.

First, we run into 'nWoD is sometimes slightly clownshoes.' Catch means *different* things depending on whether it is with Contracts (where it means a free way a Changeling can use it) and Tokens (Where it means a free way *anyone* can use it that's mechanically worse.)

Basically, a Changeling can activate a Token one of three ways. First, they can roll their Wyrd. If they get a success, the Token activates. For a low-Wyrd Changeling, this is a pretty dicey thing, and you can't just keep on trying, plus it not working when you need it sucks. For a high-Wyrd, it means you basically can use them endlessly for free, which is why Tokenmonger was a Major Attainment.

But if you don't want to roll the dice, by merely spending a single glamour, the Token is activated.

Let's say you don't have glamour, or are a human or non-Changeling. You can use the Catch to use it for free, but, well.

Tokens already have drawbacks, but the Catches make it worse.

Let's use an example, the Ace in the Hole, a weak one-dot Token.

It is a playing card, and when placed over a lock, it inflicts a dice penalty to open said lock and removes 10-again from all said attempts, thus making it a good way to keep a door locked if you think someone is going to try to pick the lock.

The drawback is that while placing it, the card will give you a bad papercut for 1 Bashing Damage, which means it'll be fifteen minutes before you are back to full health. So, not a *huge* drawback, but it exists.

Doing it with the Catch means you take the Drawback *plus* for ALL of your rolls, you lose 10-again for the rest of the day.

*****
With a Wyrd of 7 and a big Glamour pool, the Autumn Queen basically never has to give a shit about the Catch for a Token.
 
To what extent do the magics of DF and C:TL crossover with and interact with each other?
For example, most every supernatural being in DF is weakened/effected in some way by crossing Thresholds. Would this also apply to Changelings?

Similarly would Changeling magic that, for example, protects against magical mental trickery, work against wizard psychomancy? Would it recognise, define and counter the power that wizards draw on and wield as 'magic'.
Conversely would a wizard who had an excellent magical mental defense be in anyway capable of countering the mystical energies of a Changelings mental attack?

Obviously DF magic and Changeling magic aren't going to be the same. But it could be problematic if both have a bunch of random weaknesses or strengths when clashing with each other; due to their degree of distinction between the two forms of 'magic' involved.
 
To what extent do the magics of DF and C:TL crossover with and interact with each other?
For example, most every supernatural being in DF is weakened/effected in some way by crossing Thresholds. Would this also apply to Changelings?

Similarly would Changeling magic that, for example, protects against magical mental trickery, work against wizard psychomancy? Would it recognise, define and counter the power that wizards draw on and wield as 'magic'.
Conversely would a wizard who had an excellent magical mental defense be in anyway capable of countering the mystical energies of a Changelings mental attack?

Obviously DF magic and Changeling magic aren't going to be the same. But it could be problematic if both have a bunch of random weaknesses or strengths when clashing with each other; due to their degree of distinction between the two forms of 'magic' involved.

Yes, Thresholds will *weaken* but not destroy, Changelings magical ability. With some notable exceptions to them breaking the rules for this, potentially, with certain Contracts. It'll likely halve their effective Wyrd when they cross a Threshold of moderate strength, maybe a bit more for a stronger Threshold.

And, on that case, yes it would, though only when the targets overlapped. Like, the ability to be strong against mid-control (in the Wizard's case) doesn't help against people stirring up their anger and merely influencing things, but helps a little more in terms of mental defenses, and in general there will be places of both clashing and contrast.

As a concrete example, though honestly by this point, Sweece, a LOT of this needs to be found out IC, and so I should honestly stop talking about it, and further questions might not be answered as much because part of the point is dealing with the new world IC, and learning about the limitations, is how mental duels and Oneiromancy duels seem to overlap.

But yeah, further knowledge/information will be gained by, well, you know. Experimenting and figuring things out. Giving all of the answers when I haven't even posted the first story post is not going to work out for either of us, you know?

Also, wow, Imrx is reading this thread! Yay. :)
 
Additionally, she has and can easily use the Wisdom of Dreams, and when she is not having a Visionary Dream, using Oneiromancy, or riding the dreams of her Prophet Circle, she can use it to gain one skill specialty or one dot in a Language, enough to read and comprehend it at an adult level, if not to its full mastery, based on the collective unconscious.

Also, yes, she is quite capable of learning both languages. She hasn't started on the work of doing so, mostly for lack of time, but she *has* been compiling the nature of the symbols, writing *all* of it down, though of course by nature there are repetitions of said symbols when they appear because all of the words of the languages that *are* known have to deal with spirits, ghosts, deaths, burials, funerals, magic. So a limited subset of words, but yes, it likely *is* the key and it's an ever-shifting, changes every day and might be gone the next day, set of symbols on the body of a Changeling. Go figure.
Can these be combined? The synergy there seems obvious.
 
Can these be combined? The synergy there seems obvious.

Unfortunately not! The Wisdom of Dreams accesses the collective unconscious. That means there has to be at least one being-with-dreams that knows the language for it to be possible to learn. Perhaps there are True Fae that know Linear A, but there are no humans or supernatural-beings-that-sleep. In theory there could be a vampire old enough, in practice unlike in oWoD, vampires don't get that old and if so they'd have probably forgotten everything about the language by then.

Whether there is any dreaming being in the Dresden Files that knows Linear A? Who knows!
 
Unfortunately not! The Wisdom of Dreams accesses the collective unconscious. That means there has to be at least one being-with-dreams that knows the language for it to be possible to learn. Perhaps there are True Fae that know Linear A, but there are no humans or supernatural-beings-that-sleep. In theory there could be a vampire old enough, in practice unlike in oWoD, vampires don't get that old and if so they'd have probably forgotten everything about the language by then.

Whether there is any dreaming being in the Dresden Files that knows Linear A? Who knows!
The Archive.
 

Well, then if Cora actually knows the Archive exists, then yes, she could learn how to *speak* Linear A. Not at a full, 'I will speak to you of the great epics of our past' sense, but at a regular adult level. Then it would be a matter of figuring out how to translate words into symbols, but once one could start working out rules of the spoken language, with enough time, it would certainly be something that could be figured out. There's a lot of ifs, there, though.
 
Well, then if Cora actually knows the Archive exists, then yes, she could learn how to *speak* Linear A. Not at a full, 'I will speak to you of the great epics of our past' sense, but at a regular adult level. Then it would be a matter of figuring out how to translate words into symbols, but once one could start working out rules of the spoken language, with enough time, it would certainly be something that could be figured out. There's a lot of ifs, there, though.
What does us knowing about The Archive have to do with whether or not it's in the collective subconscious?
 
What does us knowing about The Archive have to do with whether or not it's in the collective subconscious?

Cora would need to know to, you know, look. Because she *chooses* which language to try to learn, so why would she bother to choose to try to learn a language she knows, for a fact, having tried to do this before, isn't known to anyone?

"It's a new world" is a good reason to...place that somewhere on the list once she figures it out, but a night spent doing a Wisdom of Dreams is one spent not using Oneiromancy, so it'll, you know, take a while to be figured out.
 
OOC: Goblin Contracts
So, now we get into the real mind-numbing stuff. The list of Contracts, which is huge but would be even huger if it wasn't for not being a Contract Master. It's still pretty large, and so I'm going to briefly talk about what some of this means. Her dice pool is large enough that, basically, there's never much doubt she can do any one particular type of magic, so other than hoping for exceptional successes, the main thing to note is the types of powers and what they do.

So first, the types of Contracts most likely to be overlooked, the Goblin Contracts.

Goblin Contracts--

[1] Sight of Truth and Lies
Dice Pool: 12 (Wyrd+Subterfuge)
Cost: 1 Glamour
Catch: This is used at an official occasion, such as a trial or a former gathering of leaders.
Effect: The user can tell whenever something anyone says is an intentional lie in any respect for the next hour or so, but they must not lie within the same time, not even to exaggerate or be polite (such as complimenting someone), or else for the rest of the duration of the contract, they lose *all* ability to tell truth from lies, and will believe anything told to them unless it is obviously false, like saying it's night-time when the sun is shining outside.
Modifiers: The character told a lie in the last hour (-1), the character is acting as a judge or otherwise charged with determining the truth in a matter/investigating something (+1)

[2] Dream Rendering
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: The Changeling is naked.
Effect: The Changeling breaks down an object gained by using Dream 5 (Cobblethought). They can then hammer and wrap this stuff around a token with a Dex+Crafts roll. Once this is done, the Changeling can take this Token into their dreams itself and use it there, as they normally couldn't. But the next time she sleeps she has a horrible, bruising nightmare of her time in Arcadia so powerful that no Oneiromancy in the world can prevent it, and so real that the Changeling feels as if maybe she has not escaped Arcadia at all, and this 'being on earth' is a mere dream, and thus she must roll 5 dice and if she doesn't gain a success, she loses a clarity.
Modifiers: The object that is being rendered came from someone currently asleep (+2), Object is size 3 or larger (+1), Object is size 1 (-1), Comes from a non-human's dreams (-1).

[2] Sandman's Bargain
Dice Pool: 11 (Resolve+Wyrd)
Cost: 1 Glamour
Catch: The Changeling has stayed up for the past 24 hours.
Effect: Normally, too many changes to too weak of a dream ends it, but with this, a dream can be manipulated as much as one wants, but the dream is more real, and all damage the Changeling takes is translated into physical, real-world damage, Matrix style. Lethal, unless with an exceptional success, in which case it's bashing (so the worst that would happen is you get kicked out of the dream and wind up knocked out, rather than, you know, DEAD).
Modifiers: The dreamer shares a dream pledge or task with the Changeling (+2), the Changeling personally knows the dreamer (+1), The dreamer is a stranger (-1), the contract is used on the same dreamer more than one night in a row (-2 per night).

[1] Hospitality's Hold
Dice Pool: 17 (Willpower+Wyrd)
Cost: 1 Glamour per enforcement level.
Catch: The Changeling owns or is the primary resident of the building this is being cast on.
Effect: By travelling around the perimeter of the house, until the next dawn or dusk (whichever is closer) hospitality is officially maintained. They choose the Enforcement level (1-5) and gain a bonus on all actions meant to enforce or maintain Hospitality, and a Penalty on all actions unrelated to this, and those who violate hospitality are marked. The mark is obvious, cannot in any way be hidden, and everyone who sees it that is a Changeling or connected to the Wyrd (including Goblins or Ensorcelled mortals) will know *exactly* what it means. The mark lasts for a number of months equal to the enforcement level.


[4] Wyrd Eye
Dice Pool: 13 dice (Occult+Wyrd)
Cost: 2 Glamour
Catch: The Changeling breaks a pair of prescription glasses.
Effect: The Changeling receieves a penalty to all non-Wyrd related perception rolls equal to their Wyrd, which lasts as long as the Contract is active, and an hour afterwards. However, upon success, the Changeling can sense the activation of any Contract within fifteen feet and can automatically notice and sense any active Contracts, and needs only a single success on Intelligence+Occult, no matter HOW obscure, to identify the EXACT nature of any Contract used, no matter how rare, and all Clarity-based Perception penalties are eliminated for the duration of the Contract when related to Fae magic, and they receive +3 to all attempts to sniff out supernaturally hidden *anything* as long as it relates to the Wyrd (doesn't count for other supernatural creatures). This effect lasts an hour, sometimes slightly longer, and cannot be deactivated early.

[5] Sleepwalker
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour+1 Willpower
Catch: The dream being devoured is that of a child.
Effect: Whoo boy. So first, the Changeling purpose-crafts a dream using Dreamweaving into an object for just this purpose, and then they have to devour the dream. While using it, they live in a dream-like state and take -3 to all Perception rolls, and the Changeling will be unable to sleep for the next 36 hours by any means, no matter what. The dream cannot be reused unless an exceptional success is rolled. But, what does it get for the price?
Pick one of five types of dreams that has been made to be devoured:
A dream of might and power increases a single Attribute by 5 points, ignoring ALL human limits for the next hour.
In a dream of glory, a single Skill is similarly raised by 5 points for the next hour.
Using a dream of flight, a Changeling may fly at twice their ground speed, and all humans who see it, the Mask makes them ignore it or rationalizes it (such as with the Changeling suddenly seen to wear a hang glider, and not in fact to be fucking flying, oh my god this is so cool.
Using a Dream of Vanity, the Changeling gains Striking Looks (Handsome/Beauty/Sexy/etc), their Persuasion and Socialize increase by 3 (ignoring all restrictions), and they give off an intoxicating and irresistible smell that is different for each person that smells it. Oddly, someone who loves the Changeling cannot be effected by *any* of this.
Finally, a Dream of Dominance makes all people within line of sight follow their commands without question unless it would be suicidal or would contradict the morality of the person. They can command anyone, even those that cannot possibly understand them, and it lasts, instead of an hour, until next dawn or they give the same person a contradictory order.
Modifiers: The Changeling has taken a moderate amount of a psychotropic drug (+2), Already hasn't slept in the last 12 hours (+1), has slept in the last eight hours (-1), The prepared dream wasn't created by the Changeling (-2)

Goblin Transformation--

[1] Healing Sacrifice
Dice Pool: 8 (Wyrd+Medicine)
Cost: 1 Glamour and one dot of Willpower. As in, a physical dot that has to be repurchased.
Catch: The Changeling is using the Contract to heal or cure a blood relative (no, you can't say that you're your own blood relative)
Effect: Can heal *anyone* totally, including yourself. Any and all injuries and diseases, all the way up to fucking cancer, AIDS, the bubonic plague, it's healed. The target falls into a deep and unbreakable slumber for five minutes minus the number of successes on this contract. This Contract cannot remove scars or damage already done/natural such as a missing limb, or congenital poor eyesight. An exceptional success means there is no slumber, and for the next week all of their injuries heal twice as fast.
Modifiers: Used on the Changeling themselves (-1), the target was injured just five minutes or go or just noticed symptoms of her illness (+1), the Contract is being used to gain money or compensation in exchange for its usage (-1)
Additional Notes: yes, she did learn this *entirely* to heal her son if need be, why do you ask?

[2] Seven-Year Gift
Dice Pool: 12
Cost: 2 Glamour plus a dot of Willpower
Catch: The target is a blood relative of the Changelings...within three generations.
Effect: The target will not age for the next seven years, though they are not protected from disease or injury. The Changeling must touch the Contract, but doesn't need to explain that they are doing it. With an Exceptional success, the target instead becomes seven years younger (to a minimum of 20)
Modifiers: The Changeling is being paid or knowingly compensated for this Contract (-1), the Changeling is using the Contract without the target's knowledge (+1)
Notes: Yes, again, she's wondering about the whole 'If nothing kills me, I'll live to an average of 150 years, he'll be lucky to live till he's 80'...

*****
Again, one Bonus Point will be awarded, belonging to whoever analyzes this best or first, to be owned solely and entirely by the person who owns it. A similar point will be given out for Court Contracts, Seeming Contracts, and Universal Contracts when we get to them, for a total of five points.
 
If one actually meets with the Professors sometime, there will be a lot of 'they try to convince her to pursue a PhD in *something* because she's just been (by their understanding that she's independently wealthy in some vague, undefined 'useless' way) sitting on her education and talent this whole time.'

Also, yes, she is quite capable of learning both languages. She hasn't started on the work of doing so, mostly for lack of time, but she *has* been compiling the nature of the symbols, writing *all* of it down, though of course by nature there are repetitions of said symbols when they appear because all of the words of the languages that *are* known have to deal with spirits, ghosts, deaths, burials, funerals, magic. So a limited subset of words, but yes, it likely *is* the key and it's an ever-shifting, changes every day and might be gone the next day, set of symbols on the body of a Changeling. Go figure.

To note, though, she hasn't translated them yet, both for lack of time, and because even with her intelligence, it'd be a definite and concerted effort in which she'd be wise to read up on etymology, read EVERYTHING she can about linguistics, and also consult the experts just to make sure she's on the right track. It'd be a relatively big undertaking, but if she ever *does* want to become a celebrity, that could be one way to do it...


Maggie the Zookeeper has *three* Hedge Beast Companions, a ton of Hedge Beast Familiars, and more than that loves and has a deep rapport with animals. She's also rather more no-nonsense and smells rather more of animals than most Disney princesses, but hey.
Well obviously not. No one has pointed out that by learning these languages she would be the first to gain INFORMATION!!!!! Also learning takes time away from raising child.

Ah, so Maggie is a gets-shit-done type disney princess, not too dissimilar from Lady Sybil Ramkin mhmm~?
 
OOC: Character Sheet--Court Contracts
So, the offer still stands open for someone to Analyze the Goblin Contracts for a Bonus Point. Or these, too, because next up are the Court Contracts.

Those who are following along, remember, the first update is Saturday, so don't worry too much if some of this seems slightly dense...I *swear* it's coming to an end.


Eternal Autumn--

[1] Last Breath Isaac.
Dice Pool: 12 (Manip+Wyrd)
Cost: 1 Glamour
Catch: Plant unclaimed, or Changeling has permission.
Effect: Causes a plant to bear a ripe harvest. Can only affect things that her hand can fit around (a branch, but not a tree), unless an exceptional success is gained.
Modifiers: Within a month of its natural harvest (+1), in an entirely different season from its harvest (-1).

[2] Withering Glare
Dice Pool: 9 (Presence+Science+Mantle)
Cost: 1 Glamour
Catch: Plant has the Changeling's name on it somewhere.
Effect: Can cause a plant or animal, even a human, to wither. A plant falls into deepest winter, and it'd take a skilled gardener to save it, while humans and animals take a 1 bashing damage per success. Armor does not affect it, but defense does. Can kill a plant with exceptional success, or make it 'dead' for a year and a day, only to spring up again.
Modifiers: Plant is not robust or cared for well (+1), Plant IS robust/cared for (-1)

[3] Brother to the Ague
Dice Pool: 10 (Mantle+Dexterity+Medicine)
Cost: 2 Glamour
Catch: Can name two diseases the subject has suffered, and one they fear.
Effect: One point of bashing per success, and they wither, as if dehydrated, taking -1 to all dice pools per two points of the user's Wyrd. The tiredness is real, and only goes away after a full sleep, though the bashing damage heals normally except on an exceptional success.

[4] Riding the Falling Leafs
Dice Pool: 12 (Dex+Survival+Mantle)
Cost: 2 Glamour
Catch: Catching a naturally falling leaf at the moment the contract is activated.
Effect: Transforming into a bunch of autumn leaves, moving with one will and hard to scatter or destroy, gaining 6 defense except against attacks that could damage many leaves at once. Can fly at -3 regular speed on thermals. They can pass through small openings, but cannot manipulate physical objects or cause damage. Exceptional success raises the defense to 8, and flying may be done at full speed.
Modifiers: It's in Winter or Autumn (+1), in Spring (-1)

Fleeting Autumn--

[1] Witch's Intuition
Dice Pool: 11 (Wits+Wyrd)-Target's Composure
Cost: 1 glamour
Catch: The target doesn't know the user's name.
Effect: Learn one of the target's fears, depending on the modifiers for how difficult it is. Two fears with an exceptional success.
Modifiers: Having a Pledge with the subject (+1), The fear isn't one the target is currently thinking/concerned about (-1), Learning about a specific type of fear (Halloween-related, about school, etc) (-1), Discovering a fear the target knows about but keeps hidden (-2), Discovering a fear even the target doesn't know about (-3).

[2] Tale of the Baba Yaga
Dice Pool: 14 (Manip+Intimidation+Mantle)-Subjects highest composure
Cost: 1 Glamour
Catch: The fear is based on a myth, urban legend, or actual threat that all of the targets are aware of.
Effect: One success needed for each person in the group to scare, each roll represents five minutes of fright-mongering. The subjects develop a temporary fear of the topic, and if faced with a believable manifestation of it, they are supernaturally terrorized, and flee from the threat, or if they cannot, cower, for one turn for success devoted to them. If an exceptional success per person is obtained, the character's Wyrd is added to the number of turns they are frightened.
Modifiers: Spooky ambiance (+1), Every five people not a target of the Contract in the area (-1), Comfortable ambiance (-1)

[3] Heart of the Antlion
Dice Pool: 12 (Resolve+Invest+Mantle)
Cost: 1 Glamour
Catch: The character consumes a spider or other vermin that has been scared to death.
Effect: The character steels themselves against supernatural and natural fear. All mundane attempts to scare them, no matter how terrifying, automatically fail, while supernatural attempts suffer a penalty equal to the successes on doing so. It lasts an hour or two, unless an exceptional success is rolled, in which case it lasts until the next sunrise.
Modifiers: Activated in a supportive environment (+1), the character is already nervous (-1 to -3 depending on the level of nervousness)

[4] Scent of the Harvest
Dice Pool: 9 (Presence+Expression+Mantle)-Resolve of anyone who resists
Cost: 2 Glamour
Catch: Two of the subjects' greatest fears are each other.
Effect: The character bolsters their allies, each roll being a minute of such bolstering, and one success per person needed. They are immune to natural fear for the next hour or two and supernatural attempts to scare take a dice penalty equal to the one the character took in invoking it. Exceptional success=lasts until next sunrise.
Modifiers: Supportive environment (+1), May choose to a dice penalty up to, but not exceeding, their Wyrd (-1+), allies already nervous (-1 to -3)

[5] Mien of the Baba Yaga
Dice Pool: 12 (Empathy+Wits+Mantle)
Cost: 3 Glamour+1 Willpower point
Catch: The thing they are most afraid of is the character...
Effect: To all, the Changeling takes on the appearance of the target's greatest fear. The Changeling can't see what it is without a mirror. The target takes bashing from terror equal to the successes, and may only flee or cower for a number of turns equal to the successes. Can be combined with Tale of the Baba Yaga for extra fun. Exceptional success means the target loses a point of Willpower and their Defense for a turn.
Modifiers: Their fear has been built up before the Contract was activated (+1), Appropriate ambiance (+1), Someone has been bolstering them against the fear (-1), Bad ambiance (-1)

Spell Bound Autumn--

[1] Warlock's Gaze
Dice Pool: 13 (Wyrd+Occult) (vs. Wyrd+Composure in the case of supernaturally hidden things)
Cost: 2 Glamour
Catch: The character makes physical contact with a non-Changeling, non-allied supernatural being when activating it.
Effect: If successful, detect all supernatural objects and beings within Wyrd yards of the Changeling in all directions.

[2] Barrow-Whisper
Dice Pool: 8 (Wyrd+Expression)
Cost: 1 Glamour
Catch: A ghost wants to communicate.
Effect: The Changeling can speak to, and be spoken to by, ghosts for the next hour, but cannot see them unless they actually manifest. Exceptional success means it lasts all night.

[3] Smith's Wisdom
Dice Pool: 17 (Mantle+Occult+Int)
Cost: 3 Glamour
Catch: The character has (maliciously) stolen the item from a friend, or been given it freely by an enemy.
Effect: Each roll represents four uninterrupted hours of studying the object, and on average five successes is needed per 'dot' of the Token (a one dot token is a minor object of power, while five dots is, like...Sword of the Cross, powerful magical artifact, etc, territory). When enough successes are gained, the Changeling knows its full and total supernatural and magical capacity though this doesn't necessarily translate into being able to *use* the object.


[4] Arcadian Commandment
Dice Pool: 10 (Presence+ Wyrd) vs. Target's Presence+Wyrd
Cost: 3 Glamour and 1 Willpower point
Catch: The user comes into the creature's presence unarmed and unarmored.
Effect: The character can command any minion of a True Fae as if they were the Fae themselves, and for the next hour or two, as long as it doesn't threaten their lives or the well-being of their (actual) Master, they will obey. If it is sent out of the Changelings sight to perform a task, it will do its best at it until the time has expired. The character *knows* it has been supernaturally compelled and might take vengeance later. Unless one gets an exceptional success, in which case it lasts a day and a night and the character thinks it was their own idea.

[5] Oathbreaker's Honesty
Dice Pool: 11 (Resolve+Wyrd)
Cost: 5 Glamour and 1 Willpower dot
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.
Effect: An extended roll is needed, with one success for every level of penalty or boon one is trying to circumvent, each roll taking one turn. Once successful, for the next hour, the Changeling can act without incurring the sanctions of a Pledge, essentially slipping by what's supposed to be the impossibly iron-clad power of the Pledge.

Compass Rose (Four Directions)--

[1] Mind Finder
Dice Pool: 10 (Survival+Wyrd)-Target's wWits
Cost: 1 Glamour
Catch: The Changeling has a lock of hair from the target.
Effect: Can track down any target. The 'tracking' manifests as a sense of which direction they are in, and, for instance, a mystical humming that the user hears as they get closer, or other means to indicate general distance. Even if the subject is moving, the tracker will keep a bead on them. The contract lasts an hour and can be reinstated, but each extra hour it is working takes a -1 penalty to activate it. The user must have physically met the target at least once for it to work. An exceptional success means the Contract works for two hours.
Modifiers: Met within the last day (+1), Met only once, or a long time ago (-1)

Entropy--

[1] Babel's Curse
Dice Pool: 7 (Mantle (Dusk)+Intelligence+Expression)-Target Resolve
Cost: 1 Glamour
Catch: The Changeling writes the target's name or commonly used nickname on a piece of paper and tears it up.
Effect: The targeted individual is unable to communicate in any way: verbally, written, or even supernatural, for a number of turns equal to the user's successes.

[2] Sense the Inevitable Doom
Dice Pool: 10 (Wits+Occult+Dusk Mantle)
Cost: 1 Glamour
Catch: The Changeling has drank a serving of a caffeinated beverage in the last hour.
Effect: By their very acceptance that bad things are going to happen, the Changeling receives the Danger Sense Merit for the next hour or two, gaining +2 (or +4 if they already have the merit) towards reacting to and noticing a sudden attack. When going into an inherently dangerous situation, even if attack doesn't happen, they feel constantly on edge. When the Changeling grows closer to a dangerous fate, the uneasiness grows stronger. An exceptional success makes it last all day.

Eternal Spring--

[1] Gift of Warm Breath
Dice Pool: 7 (Resolve+Survival+Spring Mantle)
Cost: 1 Glamour
Catch: The target has freely offered the Changeling some form of sustenance since the last sunrise.
Effect: The contract feels energy entering them, and becomes as healthy and alert as if he had rested a full night and eaten a good breakfast. All fatigue penalties disappear, all bashing damage goes, and any penalties from a lack of food or water along with it.
Modifiers: Each point of fatigue the target is suffering (-1), each point of bashing damage they are suffering (-1)

Fleeting Spring--

[1] Cupid's Eye
Dice Pool: 11 (Wits+Wyrd) vs. subject's Composure+Wyrd
Cost: 1 Glamour
Catch: The user has kissed the target within the last 24 hours, or is the subject of the desire.
Effect: The Changeling learns one of the target's desires, depending on the modifier for what is sought out.
Modifiers: The character has a pledge with the target (+1), Desire not currently concerning the subject (-1), specific kind of desire (job, sexual, etc) (-1), Hidden desire (-2), Unknown desire (-3)

Eternal Summer--

[1] Son of the Hearth
Dice Pool: 10 (Wyrd+Survival)
Cost: 1 Glamour, or 1 Glamour+1 Willpower point
Catch: Spit on a fading ember or spark.
Effect: The character heats themselves or expels excess heat to remain at a personally comfortable temperature, and with a willpower point can heat an entire room. It lasts an hour, unless an exceptional success happens, in which case it lasts all day and with a willpower spent can defy things like 'open doors' as the heat remains properly trapped.
Modifiers: Every 20 degrees below 0 degrees or above 120 degrees fahrenheit (-1), heated space is Size 10 (-1), heated Space is Size 20 (-2).

Fleeting Summer--

[1] Baleful Sense
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: User is angry when this is activated.
Effect: The character becomes aware of the greatest concentration of wrath (in whatever form) within a mile. They know the direction, the distance, and how many people are involved, and with an exceptional success they learn the cause of the anger and how many primary 'wrath sources' there are.

Eternal Winter--

[1] Jack's Breath
Dice Pool: 10 (Wyrd+Survival)
Cost: 1 Glamour
Catch: Someone shivers, or the user can taste sweat.
Effect: The room cools by a degree decided by the modifier. It remains this way for around two hours before then gradually warming back up.
Modifiers: Every 20 degrees of cooling (-1), the room is Size 10 (-1), the room is Size 20 (-2)


[2] Touch of Winter
Dice Pool: 7 (Intelligence+Science+Mantle (Winter)
Cost: 1 Glamour
Catch: The Changeling first spells out a name or idea he hates with the liquid on a dry surface.
Effect: The liquid freezes over and has, for the purpose of supporting weight, a strength equal to the successes rolled, spread out, of course. So a group can walk across a frozen pond if they keep apart. Weight can be distributed to effectively reduce it by half by laying down to move prone. It remains frozen until it melts naturally, unless an exceptional success is rolled, in which case, within the next hour they can make it instantly return to liquid.
Modifiers: Liquid is already almost frozen (+1), The area of a driveway (-1), the area of a swimming pool (-2), the area of a parking lot (-3)

Fleeting Winter--

[1] The Dragon Knows
Dice Pool: 10 (Empathy+Wyrd)-Target Composure
Cost: 1 Glamour
Catch: Meet the subject's eyes.
Effect: The Changeling discovers the reason the character is currently sad (if they aren't sad right now, it turns up no results), exceptional success can also tell if the subject was sorrowful in the last hour, and if so, why it has ended.
Modifiers: The emotion is evident (+1), the subject is hard to see (-1)

[2] Slipknot Dreams
Dice Pool: 10 (Manipulation+Subterfuge+Winter Mantle)-subject's Resolve
Cost: 1 Glamour
Catch: The target accepted something from the Changeling within the last 24 hours.
Effect: The subject forgets all sorrows, or even that they were sad, acting as if everything was perfectly alright for a number of minutes equal to the success.
Modifiers: Minor or distant sorrow (dead goldfish, weeping over the state of the world) (+1), Deep personal tragedy (-2).

[3] Faces in the Water
Dice Pool: 9 (Intelligence+Investigation+Winter Mantle)-target's composure
Cost: 1 Glamour
Catch: The subject is carrying a photograph or image of an older relative or ancestor.
Effect: The subject recalls one sad, painful memory, the Changeling is not able to control which one. The target receives a social dice penalty equal to half of the successes rolled, and becomes sunk in their sorrowful memory for around an hour or so. With an exceptional success, another such event within the next 24 hours at a set time.
Modifiers: Target has a doleful personality (+1), Target is upbeat (-1), Something good just happened to subject (-1), character has no truly sorrowful memories, like an innocent young child (-3).

[4] Fallow Fields, Empty Harvest
Dice Pool: 9 (Manipulation+Intimidation+Winter Mantle) vs. Composure+Wyrd
Cost: 2 glamour
Catch: The user has made the subject happy within the last ten minutes.
Effect: Holy shit. The subject loses all ability to feel positive emotions such as joy, happiness, or even contentment for one day per success. She cannot regain willpower, having no will for anything, and takes -2 for all social dice rolls. Also, if this was a person and not, like, mecha-Hitler or an evil vampire or something, this is so totally a hit against Clarity because you just gave someone magical major depression, I mean, holy shit. What's WRONG with you? Also, an exceptional success makes it permenant until the Changeling decides to release it.
Modifiers: Subject is sad (-1), subject is experiencing positive emotions (-1), strong positive emotions (-2)

Sorrow-Frozen Heart Winter--

[1] A Mere Vessel for Loss
Dice Pool: 10 (Resolve+Occult+Winter Mantle)
Cost: 1 Glamour
Catch: Piercing their own skin with a thin needle
Effect: Reduce all dice penalties for discomfort, pain, or physical illness equal to the successes gained. All penalties, no matter what. The wounds and physical illnesses don't go away, merely their effect. It lasts one hour. Exceptional success makes it impossible to incapacitate them.
Modifiers: The user has just felt or been dealt a strong emotional blow (+1), the user is currently very happy or in a wrathful mood (-1)

[2] Fear is Nothing
Dice Pool: 7 (Composure+Expression+Winter Mantle)
Cost: 1 Glamour
Catch: The character empties his hands and leaves them open at his sides, as if he feels no need to arm himself against danger. (If necessary, he can arm himself after invoking the clause.)
Effect: The character can ignore all mundane sources of fear, as well as sources of disgust (such as walking into a brutal crime scene or gory battlefield) and supernatural attempts to make them afraid or unsettle them take a penalty equal to their Wyrd, or Wyrd+2 with an exceptional success, and with an exceptional success all phobias, supernatural and natural (such as the Tale of the Baba Yaga), drop away for the length of time. This lasts one hour or so.
Modifiers:

[3] Grief is Stronger Than Death
Dice Pool: 7 (Survival+Resolve+Winter Mantle)
Cost: 2 Glamour
Catch: The character tosses a chunk of cold iron (C:TL definition of it) on the floor with contempt.
Effect: The Changeling can ignore damage equal to their number of successes. Not just the penalties, but the actual damage is set aside until either after an hour or they run out of successes, at which point the damage all comes back, coming on successive turns, one damage a turn, paying back all that was avoided. With an exceptional success, they also have an extra point of armor while the effect lasts.
Modifiers: The Changeling knows and intends to fight to the death (+3), the Changeling has a significant desire to live/survive and means to flee (-1), The Changeling is suicidal (+1), Someone the Changeling loves has died in the last day (+1)
 
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I don't know the system very well so I'm not going to cover everything, but let's give this a try. ^_^

[1] Last Breath Isaac.
Dice Pool: 12 (Manip+Wyrd)
Cost: 1 Glamour
Catch: Plant unclaimed, or Changeling has permission.
Effect: Causes a plant to bear a ripe harvest. Can only affect things that her hand can fit around (a branch, but not a tree), unless an exceptional success is gained.
Modifiers: Within a month of its natural harvest (+1), in an entirely different season from its harvest (-1).
Does this work on Hedge plants? If it does, I guess it's probably rather great for harvesting Goblin Fruits and exploring the Hedge.

[3] Brother to the Ague
Dice Pool: 10 (Mantle+Dexterity+Medicine)
Cost: 2 Glamour
Catch: Can name two diseases the subject has suffered, and one they fear.
Effect: One point of bashing per success, and they wither, as if dehydrated, taking -1 to all dice pools per two points of the user's Wyrd. The tiredness is real, and only goes away after a full sleep, though the bashing damage heals normally except on an exceptional success.
My first thought was sneaking past guards. It's probably also great for escaping from combat, since Cora isn't that great in a direct fight. Perhaps a social debuff too? I don't know how the penalties work, so I'm not sure.

[1] Witch's Intuition
Dice Pool: 11 (Wits+Wyrd)-Target's Composure
Cost: 1 glamour
Catch: The target doesn't know the user's name.
Effect: Learn one of the target's fears, depending on the modifiers for how difficult it is. Two fears with an exceptional success.
Modifiers: Having a Pledge with the subject (+1), The fear isn't one the target is currently thinking/concerned about (-1), Learning about a specific type of fear (Halloween-related, about school, etc) (-1), Discovering a fear the target knows about but keeps hidden (-2), Discovering a fear even the target doesn't know about (-3).
Great for harvesting Glamour from emotions, of course. But the information gained can also be used for other things, such as intimidation.

[3] Heart of the Antlion
Dice Pool: 12 (Resolve+Invest+Mantle)
Cost: 1 Glamour
Catch: The character consumes a spider or other vermin that has been scared to death.
Effect: The character steels themselves against supernatural and natural fear. All mundane attempts to scare them, no matter how terrifying, automatically fail, while supernatural attempts suffer a penalty equal to the successes on doing so. It lasts an hour or two, unless an exceptional success is rolled, in which case it lasts until the next sunrise.
Modifiers: Activated in a supportive environment (+1), the character is already nervous (-1 to -3 depending on the level of nervousness)
Cora already has superhuman Composure, and this makes her even more imperturbable. A dice pool of 12 should usually produce quite a number of successes, so it's a rather hefty penalty to supernatural attempts to scare her.

[4] Scent of the Harvest
Dice Pool: 9 (Presence+Expression+Mantle)-Resolve of anyone who resists
Cost: 2 Glamour
Catch: Two of the subjects' greatest fears are each other.
Effect: The character bolsters their allies, each roll being a minute of such bolstering, and one success per person needed. They are immune to natural fear for the next hour or two and supernatural attempts to scare take a dice penalty equal to the one the character took in invoking it. Exceptional success=lasts until next sunrise.
Modifiers: Supportive environment (+1), May choose to a dice penalty up to, but not exceeding, their Wyrd (-1+), allies already nervous (-1 to -3)
I'm slightly confused. Does her ally not gain any resistance to supernatural sources of fear if they don't resist when she uses this contract on them? :???:

[1] Warlock's Gaze
Dice Pool: 13 (Wyrd+Occult) (vs. Wyrd+Composure in the case of supernaturally hidden things)
Cost: 2 Glamour
Catch: The character makes physical contact with a non-Changeling, non-allied supernatural being when activating it.
Effect: If successful, detect all supernatural objects and beings within Wyrd yards of the Changeling in all directions.
It only works on things out to 7 yards, but within that distance, it's pretty hard to hide from Cora unless you're of a similar or greater level of power.

[2] Barrow-Whisper
Dice Pool: 8 (Wyrd+Expression)
Cost: 1 Glamour
Catch: A ghost wants to communicate.
Effect: The Changeling can speak to, and be spoken to by, ghosts for the next hour, but cannot see them unless they actually manifest. Exceptional success means it lasts all night.
Combined with her Gravewight power, this means she can communicate with ghosts any time she wants, for no Glamour cost. Well, as long as her roll doesn't fail, but I don't think it's likely to. 8 dice is fairly decent if you're not taking any penalties.

Dice Pool: 17 (Mantle+Occult+Int)
Cost: 3 Glamour
Catch: The character has (maliciously) stolen the item from a friend, or been given it freely by an enemy.
Effect: Each roll represents four uninterrupted hours of studying the object, and on average five successes is needed per 'dot' of the Token (a one dot token is a minor object of power, while five dots is, like...Sword of the Cross, powerful magical artifact, etc, territory). When enough successes are gained, the Changeling knows its full and total supernatural and magical capacity though this doesn't necessarily translate into being able to *use* the object.
That dicepool is huge. :o If she gets her hands on any Token, she's almost certainly going to be able to figure out what it does once she's had some time to study it.

[5] Oathbreaker's Honesty
Dice Pool: 11 (Resolve+Wyrd)
Cost: 5 Glamour and 1 Willpower dot
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.
Effect: An extended roll is needed, with one success for every level of penalty or boon one is trying to circumvent, each roll taking one turn. Once successful, for the next hour, the Changeling can act without incurring the sanctions of a Pledge, essentially slipping by what's supposed to be the impossibly iron-clad power of the Pledge.
Being able to cheat a Pledge, even if it's just for an hour, is a pretty scary ability, because the other person is, presumably, still bound by it. Quite appropriate for an Autumn monarch. It doesn't come cheap though, costing one Willpower Dot.

[1] Mind Finder
Dice Pool: 10 (Survival+Wyrd)-Target's wWits
Cost: 1 Glamour
Catch: The Changeling has a lock of hair from the target.
Effect: Can track down any target. The 'tracking' manifests as a sense of which direction they are in, and, for instance, a mystical humming that the user hears as they get closer, or other means to indicate general distance. Even if the subject is moving, the tracker will keep a bead on them. The contract lasts an hour and can be reinstated, but each extra hour it is working takes a -1 penalty to activate it. The user must have physically met the target at least once for it to work. An exceptional success means the Contract works for two hours.
Modifiers: Met within the last day (+1), Met only once, or a long time ago (-1)
You can run, but you can't hide. (•`_´•) If Cora wants to find you... well, it's not a guaranteed success, but knowing the right direction and approximate distance helps a lot. How long must you wait before the penalty for reinstating it does not apply though?

[1] Babel's Curse
Dice Pool: 7 (Mantle (Dusk)+Intelligence+Expression)-Target Resolve
Cost: 1 Glamour
Catch: The Changeling writes the target's name or commonly used nickname on a piece of paper and tears it up.
Effect: The targeted individual is unable to communicate in any way: verbally, written, or even supernatural, for a number of turns equal to the user's successes.
I'm sure being able to prevent a target from communicating is a fairly powerful if situational ability, but I don't know the settings involved well enough to know how useful this is going to be.

[2] Sense the Inevitable Doom
Dice Pool: 10 (Wits+Occult+Dusk Mantle)
Cost: 1 Glamour
Catch: The Changeling has drank a serving of a caffeinated beverage in the last hour.
Effect: By their very acceptance that bad things are going to happen, the Changeling receives the Danger Sense Merit for the next hour or two, gaining +2 (or +4 if they already have the merit) towards reacting to and noticing a sudden attack. When going into an inherently dangerous situation, even if attack doesn't happen, they feel constantly on edge. When the Changeling grows closer to a dangerous fate, the uneasiness grows stronger. An exceptional success makes it last all day.
You become much harder to ambush, especially if you're a coffee addict. And Cora is already pretty hard to ambush with a Wits+Composure pool of 10. Oh, and she should be able to score an exceptional success on this fairly often, I think.

[1] Gift of Warm Breath
Dice Pool: 7 (Resolve+Survival+Spring Mantle)
Cost: 1 Glamour
Catch: The target has freely offered the Changeling some form of sustenance since the last sunrise.
Effect: The contract feels energy entering them, and becomes as healthy and alert as if he had rested a full night and eaten a good breakfast. All fatigue penalties disappear, all bashing damage goes, and any penalties from a lack of food or water along with it.
Modifiers: Each point of fatigue the target is suffering (-1), each point of bashing damage they are suffering (-1)
Hey, we just saw this used in KCS! (‾▽‾) Pretty useful if you couldn't get enough sleep for some reason. I don't think you get the Willpower recovery of sleeping though.

[1] Cupid's Eye
Dice Pool: 11 (Wits+Wyrd) vs. subject's Composure+Wyrd
Cost: 1 Glamour
Catch: The user has kissed the target within the last 24 hours, or is the subject of the desire.
Effect: The Changeling learns one of the target's desires, depending on the modifier for what is sought out.
Modifiers: The character has a pledge with the target (+1), Desire not currently concerning the subject (-1), specific kind of desire (job, sexual, etc) (-1), Hidden desire (-2), Unknown desire (-3)
Another useful one for harvesting Glamour from emotions, and could probably be combined with Witch's Intuition for some sort of carrot and stick thing.

[1] Baleful Sense
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: User is angry when this is activated.
Effect: The character becomes aware of the greatest concentration of wrath (in whatever form) within a mile. They know the direction, the distance, and how many people are involved, and with an exceptional success they learn the cause of the anger and how many primary 'wrath sources' there are.
Emotion harvest again. And finding out why people are angry probably helps with getting them to calm down. Of course, it'd be much better if they didn't get angry in the first place, so if you're using it for this purpose I'm guessing something has probably gone wrong already. It's only the first clause though, and cheap, so that's not a huge issue.

[3] Faces in the Water
Dice Pool: 9 (Intelligence+Investigation+Winter Mantle)-target's composure
Cost: 1 Glamour
Catch: The subject is carrying a photograph or image of an older relative or ancestor.
Effect: The subject recalls one sad, painful memory, the Changeling is not able to control which one. The target receives a social dice penalty equal to half of the successes rolled, and becomes sunk in their sorrowful memory for around an hour or so. With an exceptional success, another such event within the next 24 hours at a set time.
Modifiers: Target has a doleful personality (+1), Target is upbeat (-1), Something good just happened to subject (-1), character has no truly sorrowful memories, like an innocent young child (-3).
A debuff to social rolls, to help with Cora's relatively mediocre social dice pools, perhaps?

[2] Fear is Nothing
Dice Pool: 7 (Composure+Expression+Winter Mantle)
Cost: 1 Glamour
Catch: The character empties his hands and leaves them open at his sides, as if he feels no need to arm himself against danger. (If necessary, he can arm himself after invoking the clause.)
Effect: The character can ignore all mundane sources of fear, as well as sources of disgust (such as walking into a brutal crime scene or gory battlefield) and supernatural attempts to make them afraid or unsettle them take a penalty equal to their Wyrd, or Wyrd+2 with an exceptional success, and with an exceptional success all phobias, supernatural and natural (such as the Tale of the Baba Yaga), drop away for the length of time. This lasts one hour or so.
Modifiers:
This looks very similar to Heart of the Antlion. It's somewhat broader, applying to disgust as well as fear, and produces a more reliable penalty against supernatural effects (7, or 9 with exceptional success, which looks pretty huge), and its catch is much easier to fulfill (although the cost is low anyway. Her dice pool for it is significantly lower though.

[3] Grief is Stronger Than Death
Dice Pool: 7 (Survival+Resolve+Winter Mantle)
Cost: 2 Glamour
Catch: The character tosses a chunk of cold iron (C:TL definition of it) on the floor with contempt.
Effect: The Changeling can ignore damage equal to their number of successes. Not just the penalties, but the actual damage is set aside until either after an hour or they run out of successes, at which point the damage all comes back, coming on successive turns, one damage a turn, paying back all that was avoided. With an exceptional success, they also have an extra point of armor while the effect lasts.
Modifiers: The Changeling knows and intends to fight to the death (+3), the Changeling has a significant desire to live/survive and means to flee (-1), The Changeling is suicidal (+1), Someone the Changeling loves has died in the last day (+1)
Block a sword with your bare hands and not get injured by it until it's convenient for you, ie. when the fight is over and you have time to patch up your wounds. (‾ω‾)
 
Combined with her Gravewight power, this means she can communicate with ghosts any time she wants, for no Glamour cost. Well, as long as her roll doesn't fail, but I don't think it's likely to. 8 dice is fairly decent if you're not taking any penalties.
Actually, since she automatically meets the Catch she can just retry until it works. Unless she somehow rolls a dramatic failure, messing up the roll only costs time.
 
OOC: Seeming Contracts
I don't know the system very well so I'm not going to cover everything, but let's give this a try. ^_^


Does this work on Hedge plants? If it does, I guess it's probably rather great for harvesting Goblin Fruits and exploring the Hedge.


My first thought was sneaking past guards. It's probably also great for escaping from combat, since Cora isn't that great in a direct fight. Perhaps a social debuff too? I don't know how the penalties work, so I'm not sure.


Great for harvesting Glamour from emotions, of course. But the information gained can also be used for other things, such as intimidation.


Cora already has superhuman Composure, and this makes her even more imperturbable. A dice pool of 12 should usually produce quite a number of successes, so it's a rather hefty penalty to supernatural attempts to scare her.


I'm slightly confused. Does her ally not gain any resistance to supernatural sources of fear if they don't resist when she uses this contract on them? :???:


It only works on things out to 7 yards, but within that distance, it's pretty hard to hide from Cora unless you're of a similar or greater level of power.


Combined with her Gravewight power, this means she can communicate with ghosts any time she wants, for no Glamour cost. Well, as long as her roll doesn't fail, but I don't think it's likely to. 8 dice is fairly decent if you're not taking any penalties.


That dicepool is huge. :o If she gets her hands on any Token, she's almost certainly going to be able to figure out what it does once she's had some time to study it.


Being able to cheat a Pledge, even if it's just for an hour, is a pretty scary ability, because the other person is, presumably, still bound by it. Quite appropriate for an Autumn monarch. It doesn't come cheap though, costing one Willpower Dot.


You can run, but you can't hide. (•`_´•) If Cora wants to find you... well, it's not a guaranteed success, but knowing the right direction and approximate distance helps a lot. How long must you wait before the penalty for reinstating it does not apply though?


I'm sure being able to prevent a target from communicating is a fairly powerful if situational ability, but I don't know the settings involved well enough to know how useful this is going to be.


You become much harder to ambush, especially if you're a coffee addict. And Cora is already pretty hard to ambush with a Wits+Composure pool of 10. Oh, and she should be able to score an exceptional success on this fairly often, I think.


Hey, we just saw this used in KCS! (‾▽‾) Pretty useful if you couldn't get enough sleep for some reason. I don't think you get the Willpower recovery of sleeping though.


Another useful one for harvesting Glamour from emotions, and could probably be combined with Witch's Intuition for some sort of carrot and stick thing.


Emotion harvest again. And finding out why people are angry probably helps with getting them to calm down. Of course, it'd be much better if they didn't get angry in the first place, so if you're using it for this purpose I'm guessing something has probably gone wrong already. It's only the first clause though, and cheap, so that's not a huge issue.


A debuff to social rolls, to help with Cora's relatively mediocre social dice pools, perhaps?


This looks very similar to Heart of the Antlion. It's somewhat broader, applying to disgust as well as fear, and produces a more reliable penalty against supernatural effects (7, or 9 with exceptional success, which looks pretty huge), and its catch is much easier to fulfill (although the cost is low anyway. Her dice pool for it is significantly lower though.


Block a sword with your bare hands and not get injured by it until it's convenient for you, ie. when the fight is over and you have time to patch up your wounds. (‾ω‾)

Let's see. No, they don't have to resist for it to work for the 'help others through fear' thing.

2) Not only can she already automatically see and hear/etc ghosts, but she can easily make them tangible. Actually, she gets a lot better stuff to do this in Shade and Spirit, which will be in the next thing.

3) To note, it's not just Tokens! Any magical object at all counts. Harry's Shield Bracer, the Swords, etc, etc.

4) Yep, cheating a Pledge is just...cheating.

5) Also, got help you for some of the higher Sorrow-Frozen-Heart things.

The, uh, 4th level of it lets you do this...the 4th level that she doesn't have, but King Stoneguts does.

Success: If the character's next Brawl or Weaponry attacks inflict any damage at all by scoring at least one success, the target suffers additional damage equal to the character's Wyrd. This damage is of the same type as the original attack unless the character's using a cold iron weapon.

He has a Wyrd of 6. So literally 'if he hits you, it does all of that damage *plus* six unblockable damage, which for the average person (Stamina 2, Size 5) means basically insta-down.

...King Stoneguts is scary.

Finally, relatively is a good way for it. With superhuman composure, super-high Manipulation, and above-average Presence, saying 'Cora is weak relatively in social dice' is...sorta true, sure.

@Snow , so you get a Bonus Point for the Court Contracts.

Goblin Contracts and their BP is still open for anyone who wants to have a shot at that...

So, Seeming Contracts (also a bonus point held out here for a Snow-style thing). She, of course, has the full range of Darkling Seeming Contracts, plus a little more.

Artifice (Wizened)--

[1] Brief Glamour of Repair
Dice Pool: 8 (Craft+Wyrd)
Cost: 1 glamour
Catch: It is being used to fix an object that the Changeling neither owns or has ever used directly.
Effect: The Changeling can repair any object, even if they lack the tools, with anything that's lying around, but it is temporary, lasting only a single day unless an exceptional success is gained.
Modifiers: There are NO tools around (-1), all the tools needed are right there already (+1), the Changeling doesn't know the object's owner in any way (-1)

Communion (Metal) (Elemental)--

[1] Sense Element
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: The Changeling sits for ten minutes, making a successful meditation check.
Effect: The Changeling can precisely locate all instances of their element within Wyrd x 10 yards in all directions. Sensing metal can tell where and how many knives and guns there are, and even whether the guns are loaded or have their safeties on, electricity can locate wiring, air can allow a sort of 'echolocation' by sensing what it's around. This effect lasts for around an hour. An exceptional success means they can instead look Wyrd x 25 yards.
Modifiers: The characters senses are restrained (like blindfolds) or overwhelmed (-2), The character speaks to the element and asks it questions in a conversational volume (+1)

[2] Primordial Voice
Dice Pool: 9 (Socialize+Wyrd)
Cost: 1 Glamour
Catch: The Changeling makes a minor offering to the element, such as singing for the air, polishing the metal, etc. It will take several minutes to do so.
Effect: The Changeling can ask the piece of the element present about anything it has 'witnessed' in the last day, with each additional success adding another day onto it. They can talk to every example of the element within Wyrd x 3 yards when asking, and what information is gained depends on the nature of the element. They can also answer general questions within the last 12 hours per success, such as 'who walked by' but are likely to be a little fuzzy on human details like gender, let alone name. It lasts five minutes
Modifiers: The character is brusque and hurried with the element (-1), the character talks to the element *before* using the contract and is friendly and polite.

Darkness (Darkling)--

[1] Creeping Dread
Dice Pool: 12 (Manipulation+Wyrd)-Target's Resolve
Cost: 1 Glamour, or 2 Glamour and 1 Willpower
Catch: The Changeling is using this to scare dwellers into her house/domain.
Effect: The target or targets experience a mild chill of fear, and take a penalty equal to the Changeling's Wyrd on all rolls to resist fear or intimidation. One glamour means it affects a single target the Changeling can see. If 2 glamour and a point of willpower or spend, it affects everyone within willpower x 3 yards of the Changeling. It lasts around an hour at the most.
Modifiers: The target is already a bit afraid (+2), The surroundings are dark and spooky (+1), the target is vigilant and expecting trouble (-1), the surroundings are bright and not conducive to frights (-1)

[2] Night's Subtle Distractions
Dice Pool: 11 (Wyrd+Stealth)
Cost: 1 Glamour
Catch: The clause is invoked outdoors at night.
Effect: Everyone within fifty yards of the Changeling, unless they are in physical contact and the Changeling chooses to, doubles their environmental penalties to perception of the Changeling, as their footsteps are muffled, the night seems darker, and the distracting noises louder. It only affects those within 50 yards of the Changeling at the time of activation. It lasts several dozen minutes. An exceptional success means even those who enter the range later, while the clause is active, are affected.
Modifiers: Total environmental penalties, naturally, are no more than -1 (-1), penalties are -3 or higher naturally (+1)

[3] Balm of Unwakeable Slumber
Dice Pool: 12 (Manipulation+Wyrd) vs. Resolve+Wyrd
Cost: 1 Glamour
Catch: The target is at sleep in his own bed, and the contract is used between sunset and sunrise.
Effect: One target can be made unwakeable, even if they are lifted up, manhandled, anything, as long as no physical damage is done to them, but even screams and shouts cannot wake them. This lasts until the time the target is 'accustomed' to waking. An exceptional success makes the target groggy for the next hour, suffering -2 speed, defense, and all actions.
Modifiers: The target is deeply asleep (+2), the target is merely making a nap (-1)

[4] Boon of the Scuttling Spider
Dice Pool: 9 (Wyrd+Athletics)
Cost: 3 Glamour
Catch: The Changeling is climbing a wall of wood or stone outdoors, at night. The Changeling might actually be a ninja.
Effect: The Changeling can now walk and even run along walls, on ceilings, or on icy surfaces that would normally be treacherous. So long as the surface could hold their normal body weight, they're good, and they can move at their normal speed, dodge, and even attack while using this. With an exceptional success, they are moving so quickly that they get +1 to Defense.
Modifiers: The surface is rough, with many handholds (+1), the character is barefoot, like a fucking monk, which they could also be, in addition to a ninja (+1), the surface is smooth with few handholds (-1)

[5] Touch of Paralyzing Shudder
Dice Pool: 10 (Presence+Wyrd) vs. Resolve+Wyrd
Cost: 2 Glamour+1 Willpower
Catch: The target is alone and already afraid of the changeling.
Effect: The Changeling touches the target's body, and their body shudders constantly with fear and revulsion which make their movement slow and clumsy, halving their Speed, Defense, and Initiative all halved, as well as the dice pool for any set of rolls involving either Strength or Dexterity for three turns (9 seconds) per point of the character's Wyrd. If an exceptional success is gained, round down when halving their stats.
Modifiers: The Changeling touches bare skin (+1), The target is wearing actual armor, and the Changeling didn't touch their bare skin (-1)

Den (Beasts)--

[1] Trespasser's Spoor
Cost: 1 Glamour
Catch: The Changeling writes their name on one of the entrances to the territory in chalk mixed with blood.
Effect: For the next 12 hours, the Changeling gets Wyrd+2 bonus to their Perception while in their territory, which is defined as something seen as belonging to them by the local neighbors, or an area that they can enforce as 'theirs'. The effect fades, however, if they spend more than five minutes at a time outside their territory.

[2] Trapdoor Spider's Trick
Dice Pool: 11 (Wits+Wyrd)
Cost: 1 Glamour
Catch: The Changeling is holding a live spider in their mouth.
Effect: A door that the Changelings pass through, or a window, is given a strong illusion that makes it appear impassable or not there at all. It cannot be seen through easily, though someone running their hand across a wall will be able to feel the door. It lasts an hour, except with an exceptional success, which increases it to a day and a night.
Modifiers: In enemy territory (-1), the door leads to territory that the Changeling owns (2)

Forge (Wizened)--

[1] Rewriting the Image
Dice Pool: 8 (Wyrd+Expression)
Cost: 1 Glamour
Catch: The Changeling is changing an image of someone else into that of the Changeling
Effect: The Changeling can alter the details of a 2-D image, though not writing. It can make the face on that ID theirs, or make it so that the security footage, when reviewed, shows a rather *different* set of robbers, though it's only for a single object, and lasts one hour before reverting back.
Modifiers: The Changeing touches the object (+1), The image is larger than the Changeling (-1), it is a broadcast image (-1), -1 per six seconds of moving footage altered (-1 to -5)

[2] Trivial Reworking
Dice Pool: 8 (Wyrd+Crafts)
Cost: 2 Glamour
Catch: The changeling is reshaping an item that she stole from someone so that the changeling can use it against this person.
Effect: The object is reshaped into another form, but one of the same purpose. One type of bullet can become another, your house keys can become the house keys of the place you are about to rob, the ID could turn from a driver's license to a 'I'm FBI' ID, but not into, say, a bullet. This lasts one hour, and cannot be used on any object created by a Contract. Exceptional success means it remains in its form until the sun next rises.
Modifiers: The changes are minor (+1), the Changeling doesn't have a minute to examine the object before changing it (-1)

Oath and Punishment (Ogre)--

[1] Pursuer's Seven-League Leap
Dice Pool: 9 (Athletics+Wyrd)
Cost: 1 Glamour
Catch: The Changeling is pursuing an oathbreaker
Effect: For every success, the Changeling can leap fifteen feet vertically, or eight horizontally Exceptional success increases the defense score by two.

Separation (Fairest)--

[1] Tread Lightly
Dice Pool: 11 (Dexterity+Wyrd)
Cost: 1 Glamour
Catch: The Changeling is wearing delicate and fancy footwear that would otherwise be ruined
Effect: The Changeling can move across any solid surface as if they weighed but a few ounces, and they leave no tracks when they do so. They also take only bashing damage from a fall, no matter how far. This lasts up to an hour.
Modifiers: Running or jumping when activated (-1), Walking (+1)

[2] Evasion of Shackles
Dice Pool: 13 (Wyrd+Larceny)
Cost: 1 Glamour
Catch: The user has been unjustly imprisoned for a crime they did not commit.
Effect: All constraints, from straightjackets, to cuffs and chains, are at once removed. It can only open a locked door if they are in a small compartment that restricts their movement (like a car trunk.) Unless they get an exceptional success, in which case a locked door in their way *also* opens.
Modifiers: Previously struggled against bounds (-1), has calmly not attempted to escape the bounds (+1)

[3] Breaching Barriers
Dice Pool: 10 (Presence+Wyrd)
Cost: 1 or 2 Glamour.
Catch: The character has been deliberately imprisoned by another Changeling.
Effect: The Changeling can walk through or climb through any locked window or closed door, setting off absolutely no alarms and disturbing nothing. Walk through as in, almost phase through while it still remains locked/etc. It leaves no marks or traces on the door. With an exceptional success, one person can be brought along for an extra glamour if they hold hands while doing so.
Modifiers: The Changeling has no clue at all what's on the other side of the barrier (-3), the Changeling totally *can* see what's on the other side (+1)

Shade and Spirit (Darkling) (Cora's Bread and Fucking Butter)--

[1] Ghostly Presence
Dice Pool: Doesn't Matter (Presence+Wyrd)
Cost: 1 Glamour
Catch: The ghost was someone the Changeling knew in life, or the Changeling is a Gravewight
Effect: The Changeling sees, hears, and speaks to ghosts for the next scene. With an exceptional success, the nearest person *also* can do the same.
Modifiers: Is a Gravewight (+1)
Note: She already has this automatically always-on no matter what.

[2] Dread Companion
Dice Pool: 12 (Manipulation+Wyrd)
Cost: 1 Glamour
Catch: The Changeling presses a drop of blood into the forehead of everyone participating, or is a Gravewight.
Effect: The ghost can affect one sense of everyone participating in the contract (sight, sound, touch). Everyone participating counts as everyone within the same room or line of sight of the Changeling. With an exceptional success, it increases to *two* senses.
Modifier: Is a Gravewight (+1)

[3] Haunting Intercession
Dice Pool: 12 (Manipulation+Wyrd)
Cost: 1 Glamour
Catch: Set up a 'dead supper' on never-used plate and silver, with a place for everyone who wants to be involved.
Effect: For the next hour, a ghost manifests...as a person. It can touch a person, it can fight, it can have sex, it can fulfill its last wishes, do whatever it will, once it's flesh and blood.
Modifiers: Is a Gravewight (+1)

[4] Waking the Dead
Dice Pool: 9 (Strength+Wyrd)
Cost: 2 Glamour
Catch: The Changeling 'feeds' the spirit by cutting themselves, and taking one bashing damage of minor blood loss per question.
Effect: An extended action with a target of four or more. A non-sentient (non-ghost) echo of a dead person will appear and answer one question honestly per success. If an exceptional success is gained, the shade will provide elaboration for all answers, including details they didn't know they needed to know.
Modifiers: Is a Gravewight (+1)

[5] Opening the Black Gate
Dice Pool: 12 (Stamina+Wyrd)
Cost: 2 Glamour, 1 Willpower
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: Five successes needed, each roll is a turn. A passage the size of a regular door is opened to the Underworld for night. At first light, the door shuts, and any on the other side will be trapped unless they find, or make, another exit. An exceptional success makes it last a lunar month, but no more.
Modifiers: Is a Gravewight (+1)

Wildwalker (Beasts/Elementals)--

[1] Wildwalker
Dice Pool: 9 (Wyrd+Persuasion)
Cost: 1 Glamour
Catch: The character spent the last night sleeping outdoors.
Effect: For each success, negate a penalty point caused by environmental conditions. It can only affect themselves, and cannot effect a vehicle they are using.
Modifiers: Wearing delicate clothes easily ruined by the environment (-1), Dressing the part (+1)
 
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