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Changeling Homebrew Contracts
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=== Contracts of Fleeting Midnight === ==== β 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. ==== ββ 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) β 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'' <pre> 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 </pre> ==== βββ 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. ==== ββββ 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'' <pre> 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. </pre> ==== βββββ 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) β 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'' <pre> 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. </pre>
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