Changeling Homebrew Contracts: Difference between revisions

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= Court Contracts =
= Court Contracts =


== Contracts of Fleeting Equinox ==
==Secret Courts==
=== ● Read the Current ===
=== Contracts of Fleeting Equinox ===
==== ● Read the Current ====
This clause reveals a person's expectations of the future from the currents of their mind.
This clause reveals a person's expectations of the future from the currents of their mind.


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=== ●● Faerie Fixation  ===
==== ●● Faerie Fixation  ====
The human mind wavers from thought to thought, but with the clause the character may fixate their attention on a specific target or task.
The human mind wavers from thought to thought, but with the clause the character may fixate their attention on a specific target or task.


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=== ●●● Subtle Machinations ===
==== ●●● Subtle Machinations ====
People spin great webs of plans for the future in the depths of their mind, a recipe for the future; this clause divulges that information to the changeling.
People spin great webs of plans for the future in the depths of their mind, a recipe for the future; this clause divulges that information to the changeling.


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=== ●●●● Tomorrow Today ===
==== ●●●● Tomorrow Today ====
The changeling may better prepare for the future.
The changeling may better prepare for the future.


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=== ●●●●● Here and Now ===
==== ●●●●● Here and Now ====
The changeling makes a target come to a decision here and now without thinking ahead.
The changeling makes a target come to a decision here and now without thinking ahead.


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== Contracts of Fleeting Midnight ==
===[[https://1d4chan.org/wiki/Changeling_Homebrew_Courts#Court_of_Thorns| Contracts of Duplication]]===
=== ● Tremors of the Wavering Heart ===
===[[https://1d4chan.org/wiki/Changeling_Homebrew_Courts#Court_of_Iron| Contracts of Crystallization]]===
 
== Night & Day Courts==
=== Contracts of Fleeting Midnight ===
==== ● Tremors of the Wavering Heart ====
The character senses the greatest source of doubt near them.
The character senses the greatest source of doubt near them.


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'''Exceptional Success:''' The character remains able to sense the greatest concentration of doubt till the next midnight.
'''Exceptional Success:''' The character remains able to sense the greatest concentration of doubt till the next midnight.


=== ●● Pierce the Clouded Mind ===
==== ●● Pierce the Clouded Mind ====
The character is able to ferret out the source of doubt in one's heart.
The character is able to ferret out the source of doubt in one's heart.


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=== ●●● Light in the Dark ===
==== ●●● Light in the Dark ====
The changeling uses her contract with midnight to make those who would question her doubt themselves.
The changeling uses her contract with midnight to make those who would question her doubt themselves.


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'''Exceptional Success:''' The effect lasts till the next stroke of midnight.
'''Exceptional Success:''' The effect lasts till the next stroke of midnight.


=== ●●●● Seed of Doubt===
==== ●●●● Seed of Doubt====
This clause allows the character to cultivate the target's doubts or simply plant new ones.
This clause allows the character to cultivate the target's doubts or simply plant new ones.


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=== ●●●●● Face of the Nemesis ===
==== ●●●●● Face of the Nemesis ====
The character may dismantle the very foundation of a person's will.
The character may dismantle the very foundation of a person's will.


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== Contracts of Fleeting Noon ==
=== Contracts of Fleeting Noon ===
=== ● Spy of the Guilty Conscious ===
==== ● Spy of the Guilty Conscious ====
This clause exposes the shameful secrets of a person to the changeling.
This clause exposes the shameful secrets of a person to the changeling.


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=== ●● Decadence Denied ===
==== ●● Decadence Denied ====
The character heightens the sense of shame in a person.
The character heightens the sense of shame in a person.


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=== ●●● Armor of Righteousness ===
==== ●●● Armor of Righteousness ====
The character steels their soul to do what has to be done.
The character steels their soul to do what has to be done.


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=== ●●●● Second Thoughts ===
==== ●●●● Second Thoughts ====
The character dredges up a person's past memories that call in question their moral fiber.
The character dredges up a person's past memories that call in question their moral fiber.


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=== ●●●●● Chain of Guilt ===
==== ●●●●● Chain of Guilt ====
The character intensifies feelings of guilt and remorse in a person to the point they feel they can no longer hide it with an innocent conversation.
The character intensifies feelings of guilt and remorse in a person to the point they feel they can no longer hide it with an innocent conversation.


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-2      The clause is invoked in a setting that has a positive association to the subject.
-2      The clause is invoked in a setting that has a positive association to the subject.
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==Dawn & Dusk Courts==
===Eternal Dawn===
===Eternal Dusk===


= General Contracts =
= General Contracts =
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=== ●●●●● You Are What You Eat ===
=== ●●●●● You Are What You Eat ===


== Contracts of Predation ==


= Goblin Contracts =
= Goblin Contracts =


[[Category: Changeling: The Lost]]
[[Category: Changeling: The Lost]]

Revision as of 16:13, 3 October 2020

Court Contracts

Secret Courts

Contracts of Fleeting Equinox

● Read the Current

This clause reveals a person's expectations of the future from the currents of their mind.

Prerequisites: none

Cost: 1 Glamour

Dice Pool: Wits + Wyrd vs. the subject's Composure + Wyrd

Action: contested

Catch: The subject is expecting to receive something from the character.

Roll Results

Dramatic Failure: the changeling receives a false impression, becoming convinced the subject expects something they do not.

Failure: The character cannot discern the subject's expectations.

Success: The character learns one of the subject's expectations.

Exceptional Success: The character is able to discern a greater amount of detail of the subject's expectations or other expectations at the same level.

Situational Modifiers

Modifier Situation
+1       The character has a pledge with the target.
--       The character discerns the expectations on the forefront of the target's mind
-1       The character learns an expectation not currently concerning the subject
-1       The character learns an expectation of the immediate future concerning something specific
-2       The character learns an expectation of the far future
-2       The character discovers an expectation the subject recognizes but generally keeps hidden
-3       The character finds an expectation the subject hides even from themselves.

●● Faerie Fixation

The human mind wavers from thought to thought, but with the clause the character may fixate their attention on a specific target or task.

Prerequisites: Mantle (Equinox) 1 or Court Goodwill (Equinox) 3

Cost: 2 Glamour; add 1 Willpower for a supernatural subject.

Dice Pool: Manipulation + Persuasion + Mantle (Equinox) – subject's Composure.

Action: Instant.

Catch: The character is using the clause to make the subject fixate on what they are supposed to be doing.

Roll Results

Dramatic Failure: The clause backfires and the character herself becomes the target.

Failure: The subject's attention does not focus as the character desires.

Success: The subject becomes fixated as the character desires. The change lasts for one day per success rolled, though natural interaction may be able to prolong the desire beyond the point where the supernatural effect ends.


Exceptional Success: The subject gains a temporary derangement of Obsessive Compulsive Disorder with regard to the task/thing the character specified for a day.

Situational Modifiers

Modifier Situation
+1       The character is using the clause to help the subject focus on something they want to or are agreeable to.
+1       The character helps the subject to focus their attention by verbally guiding them through what they need to do.
--       The character is changing the subject's focus to something natural to them.
-1       The character is changing the subject's focus moderately (e.g., focusing on playing video games to focusing on getting their homework done).
-1       The character is changing the subject's focus to something they are only slightly familiar with.
-2       The character is changing the focus significantly.
-3       The character is changing the focus to something that the subject is unfamiliar with.
-4       The character is changing the focus to something that is wholly outside of the subject's character.

●●● Subtle Machinations

People spin great webs of plans for the future in the depths of their mind, a recipe for the future; this clause divulges that information to the changeling.

Prerequisites: Mantle (Equinox) 2 or Court Goodwill (Equinox) 4

Cost: 2, add 1 Willpower if the subject is not physically present.

Dice Pool: Int + Investigation + Mantle (Equinox)

Action: Extended, 1 roll represents 10 minutes of pondering (Limited by Wyrd).

Catch: The character has read something of the subject's that was intended for no one's eyes but their own.

Roll Results

Dramatic Failure: The character gets wildly incorrect information and believes it.

Failure: The character discerns nothing.

Success: The character discerns 1 element of the plan per success. Note this will not tell the character what the plan's end goal is.

Exceptional Success: An exceptional success is its own reward here, but in addition it will also tell the character how many specific elements are in the plan in total.

Suggested Modifiers

Modifier Situation
+4       The character asks the subject questions with no attempt to disguise their intentions.
+3       The character discerns an exceedingly mundane plan or a plan the subject is open with sharing (e.g., whats for dinner).
+2       The character asks the subject using loaded questions.
+1       The character knows the subject's real name.
+1       The character discerns a plan that has few general elements or/and is immediate.
--       The character only discerns  generalities of the plan.
--       The character discerns a plan with a timetable of up to a week.
--       The clause is used with the subject physically present.
-1       The character discerns specific elements of the plan.
-1       The character does not know the subject.
-1       The character discerns a plan that has a timescale on the order of months.
-2       The character discerns a plan on the timescale of seasons.
-3       The character discerns detailed specific of the plan
-3       The character uses this clause and the subject is not physically present but is able to communicate with them.
-4       The character discerns a plan that spans years.
-5       The character uses this clause with only collected clues on the subject.
-5       The character discerns a xanatos gambit.
-10      The character discerns a xanatos roulette.

●●●● Tomorrow Today

The changeling may better prepare for the future.


Prerequisites: Mantle (Equinox) 3 or Court Goodwill (Equinox) 5

Cost: 2 Glamour, 1 Willpower

Dice Pool: Wits + Investigation + Mantle (Equinox)

Action: Instant.

Catch: No one involved may know what the details of the plan aside from the character herself.

Roll Results

Dramatic Failure: The clause backfires; the next setup or anticipation roll has a -5 penalty to it.

Failure: The character gains no benefit.

Success: The character may add the number of successes gained toward their next anticipation or setup roll.

Exceptional Success: An exceptional success allows the character to benefit from the 9-again rule in addition to the added dice on their anticipation or setup rolls.

Situational Modifiers

Modifier Situation
+2       The character has extensively researched what they are planning.
--       The character is aware of what they are getting into ahead of time.
-2       The roll is made without planning ahead.
-3       The character has absolutely no idea what they are getting into.

●●●●● Here and Now

The changeling makes a target come to a decision here and now without thinking ahead.

Prerequisites: Mantle (Equinox) 4

Cost: 3 Glamour, 1 Willpower

Dice Pool: Intelligence + Persuasion + Mantle (Equinox) vs. subject's Composure + Wyrd

Action: Contested.

Catch: The subject is in a life-or-death situation and is hesitant to make a decision.

Roll Results

Dramatic Failure: The clause backfires and affects the character instead.

Failure: The character makes no headway.

Success: The subject comes to a decision without regard for future consequences.

Exceptional Success: The clause persists for the scene.

Situational Modifiers

Modifier Situation
+1       The subject trusts the character
--       The subject is on decent terms with the character
-1       The subject is unfamiliar with the character.
-2       The subject has never met the character before.
-3       The subject hates the character.

[Contracts of Duplication]

[Contracts of Crystallization]

Night & Day Courts

Contracts of Fleeting Midnight

● Tremors of the Wavering Heart

The character senses the greatest source of doubt near them.

Prerequisites: none

Cost: 1 Glamour

Dice Pool: Composure + Wyrd

Action: Instant

Catch: The character is clear of their doubts.

Roll Results

Dramatic Failure: The character becomes overcome with doubt and they pinpoint themselves.

Failure: The character cannot locate doubt in their vicinity.

Success: The character becomes aware of the single greatest concentration of doubt (in any form) within a mile radius. She knows the general direction and the approximate distance.

Exceptional Success: The character remains able to sense the greatest concentration of doubt till the next midnight.

●● Pierce the Clouded Mind

The character is able to ferret out the source of doubt in one's heart.

Prerequisites: Mantle (Midnight) 1 or Court Goodwill (Midnight) 3

Cost: 1 Glamour

Dice Pool: Wits + Subterfuge + Mantle (Midnight) – subject's Composure

Action: Instant

Catch: The character has lied to the subject in the past day for practical reason.

Roll Results

Dramatic Failure: The character fails to discern one of the character's doubts. Worse, the next time the character talks to the subject, the character will accidentally let loose one of their own doubts.

Failure: The character learns no doubts.

Success: The character learn of one of the subject's doubts.

Exceptional Success: The character learns of two doubts at the targeted level.

Suggested Modifiers

Modifier Situation
+1       The subject has a pledge with the character
--       The character learns a doubt at the front of the character's mind
-1       The character learns a doubt not currently concerning the target
-1       The character learns a specific kind of doubt
-2       The character discovers a doubt that the target recognizes but generally hides
-3       The character discovers a doubt that the target refuses to acknowledge

●●● Light in the Dark

The changeling uses her contract with midnight to make those who would question her doubt themselves.

Prerequisites: Mantle (Midnight) 2 or Court Goodwill (Midnight) 4

Cost: 2 Glamour, 1 Willpower

Dice Pool: Wyrd + Composure

Action: Instant

Catch: The character has ritualistic cleansed themselves under the midnight sky.

Roll Results

Dramatic Failure: The clause backfires and the character gains the paranoia or inferiority complex derangement till the next stroke of midnight.

Failure: The character gains no special quality.

Success: The character appears absolutely certain in the eyes of others, all attempts to doubt the character (e.g., rolling to discern a lie) suffers a penalty equal to number of successes scored on her roll. This lasts for the scene.

Exceptional Success: The effect lasts till the next stroke of midnight.

●●●● Seed of Doubt

This clause allows the character to cultivate the target's doubts or simply plant new ones.

Prerequisites: Mantle (Midnight) 3 or Court Goodwill (Midnight) 5

Cost: 3 Glamour

Dice Pool: Manipulation + Empathy + Mantle (Midnight) vs. subject's Resolve + Wyrd

Action: Contested, resistance is reflexive.

Catch: The character has undermined one of the character's beliefs or world view.

Roll Results

Dramatic Failure: The target's doubts become cleared on the matter and they are very aware what the character was attempting to do.

Failure: The subject's doubts do not change.

Success: The subject's doubts change according to the character's wishes. The duration lasts for one day per success rolled.

Exceptional Success: The change is permanent until the character wishes to release them.

Suggested Modifiers

Modifier Situation
+1       The character changes a momentary doubt.
--       The character changes a short-term doubt.
--       The character changes a doubt to something similar
-1       The character changes a doubt concealed from others.
-2       The character changes a doubt moderately 
-3       The character changes a doubt the subject conceals from himself.
-4      The character changes a doubt significantly
-5      The character eliminates a doubt or creates one from scratch.

●●●●● Face of the Nemesis

The character may dismantle the very foundation of a person's will.

Prerequisites: Mantle (Midnight) 4

Cost: 2 Glamour, 1 Willpower

Dice Pool: Manipulation + Persuasion + Mantle (Midnight) – subject's Composure

Action: Contested

Catch: The subject has utmost faith that the action they are taking will succeed.

Roll Results

Dramatic Failure: The contract backfires and the subject gains the 8 again quality in addition to the +3 when spending willpower.

Failure: The subject's will remains unscathed.

Success: When ever the subject uses willpower they'd normally spend they must spend two. This does not allow the subject to expend 2 willpower a turn however. This lasts for the scene.

Exceptional Success: As a standard success, however the target gains the inferiority complex derangement that lasts 1 day per each for each dot of Wyrd the character has.

Suggested Modifiers

Modifier Situation
+3       The character has used seed of doubt on the subject to undermine their self confidence.
+2       The character is currently benefiting from the Light in the Dark clause.
+1       The character is aware of the greatest doubt the subject has.
-3       The subject has meditated in the past 24 hours.
-3       The character has never met the subject before.
-3       The subject is a member of the Dawn or Dusk court.

Contracts of Fleeting Noon

● Spy of the Guilty Conscious

This clause exposes the shameful secrets of a person to the changeling.

Prerequisites: None

Cost: 1 Glamour

Dice Pool: Wits + Wyrd vs. subject's Composure + Wyrd.

Action: Contested.

Catch: The subject specifically does not want the character to know about their shame.

Roll Results

Dramatic Failure: The changeling receives false impressions, becoming absolutely sure that the subject’s shame is something it is not.

Failure: The character cannot discern the subject's shame.

Success: The changeling learns one of the subject's shames.

Exceptional Success: Exceptional success provides the character with two desires of the targeted level, or the knowledge that there is only one shame at that level.

Suggested Modifiers

Modifier Situation
+1       The character has a pledge with the subject.
--       The character discerns a shame currently in the forefront of the subject’s mind.
-1       The character learns a shame not currently concerning the subject.
-1       The character learns a specific kind of shame(sexual, employment, etc.).
-2       The character discovers a shame the subject recognizes but generally keeps hidden.
-3       The character finds a desire the subject hides even from himself.

●● Decadence Denied

The character heightens the sense of shame in a person.

Prerequisites: Mantle (Midday) 1 or Court Goodwill (Midday) 3

Cost: 1 Glamour, add 1 WP for supernatural subjects.

Dice Pool: Intimidation + Manipulation + Mantle - subject's Resolve.

Action: Contested.

Catch: The subject's vice is your own. In the case of motivations, reasonably similar motivations.

Roll Results

Dramatic Failure: The subject may gain willpower twice per scene by indulging in their vice.

Failure: The subject is unaffected.

Success: The subject becomes unable to regain willpower by indulging in their vice. In case motivations are used, the motivation is vice-like in nature.

Exceptional Success: The subject loses willpower anytime they attempt to indulge their vice.

Suggested Modifiers

Modifier Situation
-1       The subject's morality score is 8 or above.
+1       The subject's morality score is 5 or 6.
+2       The subject's morality score is 3 or 4.
+3       The subject's morality score is 1 or 2.

●●● Armor of Righteousness

The character steels their soul to do what has to be done.

Prerequisites: Mantle (Midday) 3 or Court Goodwill (Midday) 4

Cost: 1 glamour, 1 willpower

Dice Pool: Resolve + Wyrd

Action: Instant

Catch: The character invokes the clause to aid them on behalf of someone she recognizes as a moral authority.

Roll Results

Dramatic Failure: The character suffers a -1 penalty on all morality rolls for the scene.

Failure: The character gains no protection.

Success: The character gains a +1 bonus to all morality rolls for the scene.

Exceptional Success: The character gains a +2 bonus to all morality rolls for the scene.

Suggested Modifiers

Modifier Situation
+1       The character's clarity is 8 or above.
-1       The character's clarity is 5 or 6.
-2       The character's clarity is 4 or below.

●●●● Second Thoughts

The character dredges up a person's past memories that call in question their moral fiber.

Prerequisites: Mantle (Midday) 3 or Court Goodwill (Midday) 5

Cost: 3 Glamour

Dice Pool: Manipulation + Empathy + Mantle (Midday) vs. Resolve + Wyrd

Action: Contested, resistance is reflexive.

Catch: The character shows the subject something intimately related to event that they had to roll morality on.

Roll Results

Dramatic Failure: The subject feels vindicated and they gain a +1 bonus to their next morality roll.

Failure: The character brings forth no memories.

Success: The character brings forth memories of the subject's last check for morality loss and forces them to reroll it.

Exceptional Success: As above however the subject take a -1 penalty on the roll.

Suggested Modifiers

Modifier Situation
+2       The subject is in the place where the event took place.
-2       The subject has either mediated on the matter or is receiving psychiatric help.

●●●●● Chain of Guilt

The character intensifies feelings of guilt and remorse in a person to the point they feel they can no longer hide it with an innocent conversation.

Prerequisites: Mantle (Midday) 4

Cost: 2 Glamour, 1 Willpower

Dice Pool: Manipulation + Subterfuge + Mantle (Midday) vs. Composure + Wyrd

Action: Extended (successes required equal to the subject’s Willpower; each roll represents one minute of conversation with the subject); resistance is reflexive.

Catch: The character is recognized as a moral authority of the subject.

Roll Results

Dramatic Failure: The attempt fails. The subject realizes what the changeling is trying to do and reacts naturally.

Failure: The character garners no successes.

Success: If her total number of successes equals or exceeds the subject's Willpower, the subject's guilt overwhelms them and they gain the suspicion derangement for the scene. If the character already possesses the suspicion derangement it upgrades to paranoia for the scene.

Exceptional Success: The derangement persists for a number of days equal to the character's Wyrd.

Suggested Modifiers

Modifier Situation
+2       The clause is invoked in a setting that reminds the subject of his guilt.
+1       The subject's morality stat is 5 or below.
-1       The subject's morality stat is 8 or above.
-2       The clause is invoked in a setting that has a positive association to the subject.

Dawn & Dusk Courts

Eternal Dawn

Eternal Dusk

General Contracts

Contracts of Consumption

● Stone Soup

●● Maw of the Devourer

●●● Hunger Pains

●●●● Smorgasbord

●●●●● You Are What You Eat

Goblin Contracts