Directional Court--The Court of the East (The Serpent Court, the Trident, the Court of Wealth)
Description: Every Durance is different, but the lack of control is something definite about most of them. Leaving was a choice, but one that requires great effort. One left a miserable situation, or an undesired one, to return to life.
And some of these Changelings find themselves into the East Court, whose founding ethos is wealth: wealth, which can grant the Changeling the power and security that he lacked, the control that she so desperately wanted. The Court of Wealth uses its money to bankroll Freeholds, buy off True Fae, and make their own lives as pleasant as possible.
But too, they use wealth as a measure of everything: those who are most powerful have the most wealth, and are most able to make the world one in which all things they desire fall into their laps.
This is not a court of peerless, fearless people without vice: but neither is it a court of fools, unaware of the nature of want, the nature of the drive for more, more more that pushes one onward.
Envy them, and they will envy you back. The Court and its Emperors are not sentimental, they are practical, and those who join them learn to use all that they have to protect all that they value.
Courtiers: Not all who join the court are rich. For every wealthy miser, there is an up-and-coming shoe salesman, a prostitute who knows that at the end of the day, it's money that can lead her out of her rut. Anyone who has that envy, that desire to acquire more wealth, and the willingness to do whatever it will take, might join the Court.
Wealth isn't required… but those who join the court tend to start accumulating it in great amounts. Courtiers are rarely inclined to refuse to use their magic to gain money, and their magic is very, very good at getting them wealth, if their own get-rich-quicker attitude didn't already help their cause.
Courtiers compete with each other, and in many Freeholds, the East Court resembles any number of less than savory schemes. The traditional way for courtiers to interact with each other is in a pyramid scheme: a new courtier can only be inducted at the behest of an older courtier, who then is owed monetary compensation, and often obedience and loyalty. In theory this goes all the way up to the Emperor, who owns the loyalty (and a share of the wealth) of everyone.
In practice, some East Courts have devolved into warring 'parties' of bribesters, owing only nominal loyalty to the puppet at the top, competing corporations of the supernatural world that view and treat each other as bitter foes.
The East Court also practices ancestor veneration, and celebrates a variety of holidays to give wealth to the dead, for just as the new Courtier owes his wealth to the older one, so too does even the most powerful courtier owe celebration and gifts to the dead: or to those who are the beneficiaries of the dead. Friends, family, loved ones designated so.
Yet for all of this veneration of those above… they also envy those who are higher-ranked than them, and as much as loyalty can win greater plaudits, so can a greedy grasping for advantage and power: at most it is unseemly in the eyes of most Serpents, not immoral.
Mantle and Crown:
The Mantle of the serpent Court is all about power and envy. The courtiers appear larger than life even at a low Mantle, and as they grow more powerful, there is a look of… superiority. Intellectual, moral, in every sense they seem to almost excude the allure of wealth, which excuses vices and failings that in those less wealthy might be castigated. At the very highest Mantles, they often seem to be made of money quite literally, moving with the odd clink of money or ding of a cash register, teeth of diamond, and a slight perfume of fresh money… these are signs of the truly powerful East Courtier.
Mantle 1, Gain an extra dice on all socialize rolls.
Mantle 2, May purchase the Obscene Wealth Merit (**) dots.
Mantle 3, Gain a bonus die on all rolls involving subterfuge to stir envy or cut a deal.
Mantle 4, May purchase the Obscene Wealth (*****) Merit. Only one Changeling in a Freehold's East Court can possess this much wealth.
Mantle 5, the Changeling may add his or her full Resources score (excepting Obscene Wealth) to any social roll once per day.
Eastern Crown: "Once per session, the character may gain Resources equal to the character's Mantle. These resources come seemingly by fate, appearing when needed, and are without strings. The resources vanish at the end of the session--whether there is a hole in the bottom of the Changeling's pants, or the gold bar he found suddenly turns out to be fools' gold--and cannot be used for any long-term purchase. The resources are compared to the Resource number of the object the Changeling wants to buy, and the latter is subtracted from the former. By spending one willpower, the Changeling may grant this boon to another."
New Merit:
Obscene Wealth (** or *****)
Pre-req: Can only be obtained with Resources 5 already purchased. A Changeling cannot normally purchase this.
Effect: The 2-dot version grants one, effectively, Resources 6, which in this case means two things. First, Resource 4 purchases can now be made as often as one likes. Second, one gains a social bonus of 9-again among those who are shallow enough to be impressed by conspicuous consumption and wealth, as long as this money is openly known (such as a Fame 1 among "Rich Assholes" or some other group that indicates the monied sets). The five-dot version gives one Resources 7, meaning that even Availability 5 purchases can be made easily, and certain purchases now become possible. This represents the kind of obscene wealth that most people can only dream of. Hundreds of millions is the very start of this level of wealth. With a Fame of 2 or more, gain 8-again in social interactions with, again, those liable to be impressed more by wealth than virtue… which in this world is quite a few people.
Drawbacks: The two dot version automatically gains the drawback of Fame 1, The five-dot version the drawback of Fame 3. Additionally, this money comes with obligations. In order to maintain it, one must be devoted to wealth on a level that leaves little time for other things. The Status, the Retainers, the tools it brings are all chains that make it very hard for a Changeling to escape. He cannot go to ground and hide if the True Fae come, not without losing this Merit, and if lost once, while the dots are refunded by the Sanctity of Merits, they cannot be regained easily. This wealth is a big target, and it should be used by the ST as such.
Emotion: Envy is more than greed: it's wanting what you don't have, it's needing it, too much. What Changeling hasn't felt it? What human? And to be the source of envy… how many people desire the limelight for just that purpose? By dressing up and strutting around, a courtier can harvest the Envy, and feel better about themselves. Envy is cheap and universal: each person envying something else, something more than they have.
They whisper into the ears of people, if they are not the target of envy, they can be the source, carefully manipulating people into envying another, only to reap the rewards.
In the world as it is, there is no end to the envy, to the desire for more. There are no limits... and certainly none that an East Courtier would want to encourage.
Contract of the Serpent's Whisper
Envy is an emotion that coils around the heart, that drives the rich, the poor, and all in-between. It is a complex, vicious emotion, drawing on greed and lust, hope and compassion, all of it in equal measures. Courtiers who learn this Contract start by seeing things in terms of the simple valuation of resources: they approach it with a novice's understanding of the emotion to mean nothing more than money.
But as they grow in understanding of their court's ethos, they begin to see that desire is subjective, that greed can take many forms, and that envy is a universal weapon, one that they can deploy to devastating effects.
(*) Everything's Cost
Value is something that can be determined, and exploited. There is no such thing as an object without value, or a person without worth… but that worth may not be very great at all. With the first clause of the Serpent's Whisper, they gain the ability to tell this value, often to the cent.
Prerequisite: Mantle (East) 1, Court Goodwill (East) 1
Cost: 1 Glamour
Dice-Pool:Investigation+Wyrd
Action: Instant
Catch: The Changeling is in a situation in which he has the authority to declare the value of an object or person (an art appraiser, an interviewer, or other such positions)
Dramatic Failure: The Changeling believes the object or person to be without value, leading to them underestimating its value in-character (to potentially disastrous effects), or creating tension and rude treatment that means that the Changeling takes -2 to all social rolls involving the character until they see something that alters their valuation.
Failure: Nothing happens.
Success: The Changeling can tell the market-price of any non-supernatural item they see, down to an exact Resource cost for the player. As well, they can get an understanding of two other things. First, they can ask the Storyteller what it would cost to make the target do something, if this is possible in a monetary or direct sense. What would it cost for them to slip a little pork into that legislation, for instance? Second, they can ask about the general 'worth' of a person, that is to say their Resources as it currently stands.
Exceptional Success: The Changeling can tell even more subjective or personal value, such as whether one person would die for another, how good of an ally another person views them as, and so on. It can also sniff out social 'costs' for a person to do something.
Modifiers: +1 (The objects value is well known and almost everyone would value it as such (eg: a famous painting, a gold bracelet)), -1 (The object has value only among rare circles, such as a signed painting among aficionados of the artist)
(**) False Valuation
As a courtier grows in understanding envy and want, they understand just how subjective it is. A woman envies the woman married to such a famous man: while that woman envies those who live without abuse… a man buys a knockoff painting, and yet treasures it in his heart the way he would a real one, none the wiser. What value is, truly, can be manipulated, and what people want can be similarly toyed with.
Prerequisite: Mantle (East) 2, Court Goodwill (East) 3
Cost: 2 Glamour
Dice-Pool: Manipulation+Wyrd vs Intelligence+Wyrd
Action: Contested
Catch: The object whose value is being measured has been killed for in the past.
Dramatic Failure: The target finds the object either more valuable or less valuable… the opposite of whatever the Changeling wants to happen.
Failure: The person's perception of the object's value is unchanged.
Success: For the next scene, a person's valuation of an object is increased or decreased by one per each success, to a maximum of three times (or 1/3rd) the actual value. Thus, an object worth 1 Resource, may be valued as being essentially worthless, or as being quite valuable (3 Resources). Only objects that are worth 1 Resource can be reduced to zero, essentially making them seem worthless to the target, but nobody else.
Exceptional Success: The effect instead lasts one full day, and the effect can be spread memetically to anyone present in the scene, rather than a single target, provided they fail the check against it as well.
Modifiers: The Changeling themselves values the object differently than what it's worth, in accordance with the changes of the clause (such as a broke Changeling pawning a precious heirloom that to them is worth Resources 4, and using this Clause to get their money's worth) (+2), The object has sentimental value to the target (-1).
(***) Poisoned Tongue
Envy is easy to spread. Once you understand what value is, and how to manipulate it, envy is easy to see even without magic. This man values the lover on his rival's arm, that man wants said rival's gold watch… and if they don't want it, they can be made to want it, with the right bit of magic.
Prerequisite: Mantle (South) 2, Court Goodwill (East) 4
Cost: 3 Glamour
Dice-Pool: Persuasion+Wyrd+Mantle vs. Composure+Wyrd
Action: Contested
Catch: The target regards the Changeling as a friend, as well as the person that the Changeling is trying to make them envy.
Dramatic Failure: Far from envying them… they admire the person that the Changeling wants the target to dislike. As well, they realize that the Changeling is poisoning the well with lies.
Failure: It fails. Depending on how it is enacted, the target might realize an attempt was made, and might react accordingly.
Success: The target, provided they feel envious of anyone at all, can have this envy redirected and shifted to another target. By talking to them, the Changeling makes their victim envy some aspect of another person, though the nature of this envy is down to the ST's fiat, and the Changeling cannot decide the exact reasons/form of the envy, merely the person or thing envied, and the aspect of it envied (IE, "You envy his love life" but not, "You really wish you were fucking his boyfriend"). This effect lasts for one day for every three Wyrd that the Changeling possesses. This envy can be used as a target for social manipulation, doubling as a Vice for all social effects, as well as a desire/aspiration/etc. ((Specifically, I have ideas for how I'd slot it into the 2e social system, but I'm slightly fuzzier on the 1e, but I hope this is enough to go off of.))
Exceptional Success: The target's envy does not fade with time, though after the time of the contract slipping, it may naturally go away. The target also doesn't remember the source of the envy, forgetting that the Changeling whispered the poison in their ear in the first place.
Modifiers:
(****) Envy's Scales
Those who envy you are weak, their words pathetic, the result of nothing more than their own pathetic desires. The Changeling may armor themselves socially, shrugging off the social pressures of others, aware that their attention is not worth your time, and their blandishments are meaningless.
Prerequisite: Mantle (East) 3, Court Goodwill (East) 5
Cost: 2 Glamour
Dice-Pool: Resolve+Mantle+Wyrd
Action: Instant
Catch: The Changeling is naturally the envy of at least five people currently present in the room.
Dramatic Failure: Every barbed word hurts, every envious gaze makes the Changeling feel the odd, and to an East Courtier almost heretical, desire to please others so that they might envy them less. Others gain +2 on all social rolls related to them, or improve impression by two degrees, if interacting with the 2e Impression system.
Failure: Nothing happens.
Success: For the next scene, the Changeling becomes inured to the blandishments of anyone the ST deems envies them, including those that have been made to envy the Changeling. They cannot spend willpower on social rolls against the Changeling, and they take a penalty of -2 to all social interactions with them. The Changeling knows that their harshest words, or most honeyed compliments, are merely the idle prattle of those envious of their success.
Exceptional Success: The Changeling's armor is stronger than even they know. Any rolls to use any magical power that influences the user's mind automatically take a -2, and if they are not contested (few enough), they become contested, rolling against the Changeling's Composure+Wyrd.
Modifiers: The Changeling is dressed in a way, or possesses something, of great value to all in the room (+1), The Changeling is pathetic or in other ways not the subject of much natural envy (-1).
(*****) Donning the Green-Eyed Coronet
Sometimes one must play the villain… or make themselves the dark hero of the tale. By this Clause, a Changeling can make himself the envy of all around him, the one they plot against, the star of the show. Hated and loved, this clause is often used in conjunction with the weaker, earlier clauses, for it is in combination that it is truly terrifying.
Prerequisite: Mantle (East) 4
Cost: 5 Glamour, one Willpower
Dice-Pool: Presence+Wyrd+Mantle vs. Presence+Wyrd
Action: Extended (3 turns)
Catch: The Changeling allows envy to overtake them, their Vice being changed to envy, and they are unable to spend willpower, and suffer a -2 to social interactions with anyone they envy (which is to say everyone.)
Dramatic Failure: Instead of being the envy of all… he is the object of contempt and pity, disliked and rejected.
Failure: It doesn't work.
Success: The Changeling flaunts around, making an extended show lasting at least three turns, and then completes it with a public statement indicating their superiority. All those within the room, up to a total of Wyrdx10 people begin to envy them with a gnawing hunger that in some might make them far more willing to please (a bonus to social interactions), and in other cases might make them bitter… which can be just as easily manipulated, either by the Changeling themselves… or any carefully planted associates. This envy lasts the rest of the scene, and feels natural and understandable, thus making it very difficult to notice. Only those with a powerful will (Willpower 7 or more) will be able to notice… at least at the time. This envy can be somewhat directed if the Changeling knows their particular targets, but is otherwise determined by the ST. This envy can be used as the Vice for any attempt to persuade someone else, and is often combined with other Clauses.
Exceptional Success: This Envy instead lasts in all participants a total of Wyrdx8 hours.
Modifiers: +1 (At least half of the people in the room would count the Changeling as an enemy before this Contract is used.)
Contract of the Eastern Trident
Money makes the world go around: it is power, it can be love, it drives friendships… or tears them apart. The East Court is devoted, like the dragon whose fractured mythology (sharing much with western stories, and yet having its own twists) they embody, to accumulating more and more wealth and power.
This is a weapon, and this is a defense: those who do not know it cannot truly master the clauses, and this requires an understanding of the East Court and its ways.
(*) Exchanging Properties
Some people would say that value is merely the subjective whims of people, that there is no absolute truth: gold is valuable because people value it, simple as that. And these people aren't wrong… but in a supernatural sense, neither are they right. With this Contract, a Changeling may exchange and create value within objects.
Cost: 1 Glamour
Dice-Pool: Craft+Wyrd
Action: Instant
Catch: The Object being transferred from has sentimental value to the Changeling.
Dramatic Failure: Both objects instead degrade in value, losing one Resource in value or usefulness.
Failure: The transfer doesn't go through.
Success: The Changeling may transfer up to successes dots of Resource value from one object into one or more other objects. No object changed this way can have its Resources value more than doubled, and the limit is, as normal, five. A Changeling can take an expensive watch, and by this strange power turn it into a valueless, cheapo, disposable watch in exchange for making a shabby suit finer, and a pair of glasses sharper. The objects increased in value do not functionally (except for the social function that a fine suit or valuable item might have) become better: a gun subject to this might become gold-plated if need be (or made of cherry wood, or anything else required), but it will not become another, better version of the same gun.
Exceptional Success: Any object can have its value increased up to five.
Modifiers: The objects being used in the transfer are both similar (a dress for a suit, a sword for a gun) (+1)
(**) Friendship's Rewards
Your friends are your strength? Well, my friends are my wealth. So says the cunning serpent. One's contacts can be a source of wealth, as well as a source of conviviality.
Prerequisites: Mantle (East) 2, Court Goodwill (East) 3
Cost: 2 Glamour, 2 Willpower
Dice-Pool: Wits+Wyrd
Action: Instant
Catch: The Changeling sacrifices one dot of an Ally (or similar) Merit permanently.
Dramatic Failure: They instead lose a dot of Resources.
Failure: Nothing happens
Success: Once per month, the Changeling may gain one pip of temporary Resources per dot of Social Merit they possess, up to a limit of Mantle x 2. A temporary resource can be spent as if it is money, to match the value or cost of the item that the Changeling wishes to purchase, and is tracked separately. This money comes by happenstance: a dropped wallet with nobody asking where it came from, a diamond found lying on the beach. This money also disappears by happenstance after one week if it is not spent, and thus many Changelings follow a very predictable buying spree, going from feast to slow periods, and then back to feasts.
Exceptional Success: There is no limit. They may gain as many 'pips' as they want, equal to the Social Merit dots they have.
Modifiers: The Changeling has more than 15 dots of Social Merits (+1), The Changeling has neglected any of their social duties in any way within the last month (-3.)
(***) Friend-Buying Technique
The person who has the money, and buys the drinks, is everyone's friend. By using the power of their wealth… and yet also abandoning it, at least for a time, a user of this Clause can gain useful contacts that might prove as useful as money… or more importantly, might prove able to grant the user money, especially those who have further mastered the Contract.
Prerequisites: Mantle (East) 3, Court Goodwill (East) 4
Cost: 3 Glamour
Dice-Pool: Presence+Wyrd+Mantle
Action: Instant
Catch: At least one dot is given up permanently.
Dramatic Failure: The Changeling temporarily loses their dots of Resources… but gains absolutely nothing in return.
Failure: Nothing happens either way.
Success: The Changeling may temporarily sacrifice one dot of the Resources Merit for twenty four hours: if they do so, they may gain two dots of certain Social Merits, temporarily, for the rest of the scene. People misremember knowing them, and thus are willing to act as a Contact to give information, they think the Changeling is a Mentor… or everyone might briefly mistake them for someone famous. The following Merits can be temporarily purchased with these dots: Ally, Contact, Retainer, Fame, Striking Looks, and Status. Characters may make a Composure+Wyrd roll against the successes gained by the technique to realize these emotions are false: they wake up as if from a spell to any delusions at the end of the scene, either way. The Changeling can only sacrifice a number of dots equal to their successes per use of this Contract, and cannot regain the Merit dots lost before the end of the twenty-four hours.
Exceptional Success: While extra successes can be their own reward, the Changeling may also purchase the Mentor merit with the temporary dots
Modifiers: The Changeling already has strong social ties among the group he's talking to (+1), the group he's trying to get into, or ally with, seriously and legitimately hates him (-3).
((Worries: I fear that it's too similar to the South Court technique, but at the same time it feels thematically resonant?))
(****) Serpent's Scales
Wealth is its own protection: from the misery of the world, from the nightmarish experience of many Changeling's Durances… it's the foundation of the Eastern Court, and when they say that wealth is what allows them to survive, they don't merely mean it in some metaphorical sense. When the True Fae come calling, it is this clause that allows even the often less-than-martial East Courtiers to stand up against them.
Prerequisites: Mantle (East) 4, Court Goodwill (East) 5
Cost: 4 Glamour, 1 Willpower
Dice-Pool:Mantle+Wyrd
Action: Instant
Catch: The Changeling is wearing a piece of clothing that provides absolutely no protection, but is incredibly expensive, as in, of a value of Resources 5.
Dramatic Failure:
Failure: The armor fails to materialize.
Success: For the rest of the scene, the Changeling who uses this Contract has Armor equal to their Resource Merit dots, with the Obscene Wealth Merit counting as two additional points of armor. The Changeling may only have armor equal to their successes x2. This armor is effective against all kinds of damage, but can be bypassed with pure iron, as well as any weapon whose base cost, without any clauses used upon it, is Resources 5. On the Changeling, this manifests as a blue-green glow, and a subtle pattern of scales on their skin.
Exceptional Success: The Changeling also gains slow regeneration, as long as they possess their great wealth, during the scene that this is active. They heal one bashing damage every five turns, and may spend Willpower on a one-per-one basis to turn Lethal damage taken into Bashing damage. (? Not sure!)
Modifiers: The Changeling is fighting someone who is notably poor, uncouth, or inferior (+1), the Changeling is fighting a superior, or someone who acts in a lordly and disdainful manner (-1).
(*****) Wrath of the Dragon
The fury of one who is stolen from or crossed is great. Money is power, and so is the wrath of the envious courtier who is crossed. While they are not rated great warriors like many in both North and West Court, with this clause they can hold their own, the power of their money, and their terror, warding off hordes of enemies, and
Cost: 5 Glamour and 1 Willpower dot.
Dice-Pool: Mantle+Wyrd
Action: Instant
Catch: The Contract is being used to hunt or attack someone who has stolen an object (or person) of value to the Changeling.
Dramatic Failure:
Failure:
Success: The Changeling transforms, both in nature and in features. Most often he takes on slight draconic tells. Warm skin, dark red eyes, breath that is oddly hot, but more pressingly, his very Mien itself is terrifying. Those who are not Changelings (or other supernatural beings) cannot attack the Changeling except in self-defense, and must spend one Willpower per turn they combat the Changeling, rather than fleeing before their wrath. Changelings must spend one Willpower per scene that they either attack or directly bar the way of the Changeling. The Changeling takes one lethal damage, resistant to any magic and unable to be healed by magic, for each scene they maintain this form, which increases their Strength or Presence by half of the Resources merit (round up) plus successes, and grants them a 0L armed attack. All attacks made are 8-again.
Exceptional Success: Reduce the Armor of any target by two, and the durability of anything that gets in the way by three. All attacks are Rote. May also increase the Dexterity of the Changeling, and the maximum Strength, Presence, or Dexterity of the Changeling for the purpose of this clause is six.
Modifiers: The Changeling has the Obscene Wealth Merit (+1), The Changeling did not use this by activating the Catch (-1).
******
A/N: The New Merit is something that needs work, and I think at least some of these clauses could really use work, or are vague. But I've been sitting on top of this for weeks now, working at it, so I want to release it.
Please give feedback. If you're willing to debate five-rounds with Paulie about Personal Horror, it shouldn't be hard to give feedback on homebrew?