Professional Documents
Culture Documents
Name Description Blessing Blessing Description Page (+) 8-Again on Animal Ken & free specialty on animal most representing their mien. (+) Can add points of Glamour to Presence and Composure dice pool. (-) -4 untrained penalty in Mental Skills. (-) Do not reroll 10s in dice pools involving Intelligence. Spend Glamour for +2 to all Stamina rolls for the scene. Spend Glamour, +3 on social rolls with Hobgoblins. +2 to perception rolls. Spend Glamour to heighten senses. +1 to Composure when resisting emotional manipulation, +2 to Stamina when resisting poisons Spending Willpower on a Pers or Sub roll grants +5. If vice is Gluttony, Greed or Lust, Manipulation cost is New Dots x 4 Lethal unarmed damage Spend Glamour once per day, hearing her voice cuts social rolls by half of Nix's Wyrd. Spend Glamour, for one scene, +2 to all Wits rolls except Perception (Wits + Composure). Free Investigation Specialty "Riddles". +2 to resist poison/disease, +3 if injested, 9 again perception when scrounging for items. +2 Speed Triple Defense when Dodging +3 to Climbing Can swim at full speed and hold breath underwater as though Stamina 7 Spend Glamour to grant an ally get +3 on a roll. You're mah bro, bro. Spend Glamour to make a poisonous Brawling attack that deals no damage. Reduced falling damage. Spend Glamour to glide.
Beast
The Animals
Fang and Talon (CtL 142) Contracts of the Den (WM 19) Contracts of the Wild (RoS 111)
Stoic Forbearance Goblins Tongue Primal Senses Reptilian Blood The Trickster's Truth Tooth and Claw Consumptive Voice
Riddleseeker
Inquisitive Instinct
NHGF 102
Carrion Eaters Fast Creepy Crawlies Climbers Swimmers Loyal Pets Poisonous Flyers
Scavengers Nature Runs Like the Wind Impossible Counterpoise Gifted Climber Natural Swimmer Companion's Boon Poisonous Bite Gift of the Sky
WM 67 CtL 102 CtL 102 CtL 102 CtL 102 WM 67 CtL 102 CtL 103
Darkling
The Boogiemen
(+) Spend Glamour to increase dice pool involving Wits, Subterfuge and Stealth. (+) 9-Again on Stealth rolls.
(-) -1 to activate Contracts during the daytime. (-) -2 to activate Contracts while the sun is upon the Darkling.
9-Again on Academics and Investigation rolls. Collectors of Forbidden Keys to Knowledge Can spend Glamour to temporarily use Secrets Encyclopedic Knowledge Spend Glamour to see ghosts Affinity with the Dead Charnel Sight Spend Glamour, gain Striking Looks merit (WoD, p117) for one hour. Gain +2 Trolls Shadow Beauty social when dealing with opposite sex. Spend Glamour to heal self while damaging Fae Vampire Sap the Vital Spark the opponent Thieves and Pickpockets 9-Again on Larceny rolls, with no penalty for Larcenous Fingers poor equipment. Spend Glamour to gain a +2 to Larceny rolls. 8-Again on Stealth rolls. Gargoyle's Grace The Mercurial Visage Lunatic's Kiss Spend Glamour to fall 100 yards without taking damage, +2 to for balancing on ledges. +3 to disguise rolls
Lurkers
VL 22
VM 71 CtL 106 WM 71
Nightsinger
Music
Every 24 hours, roll Int + Wyrd vs. Res + Wyrd. Both of you go nuts, humans go crazier. Spend Glamour, roll Perform + Wyrd vs Comp + Wyrd. Listener gets -2 to Resolve, Haunting Nocturne Empathy, Subtrefuge. Free Performance Specialty. Spend Glamour, +1 to defense in shadows (Applies to firearms as well). Spend Glamour, and lick opponent. Opponent gains mild derangement (or upgrades to major) for one week. Can only be used once per week.
WM 72
Palewraith
Forgotten
Light's Aversion
WM 72
Pishacha
Demons Promise of Nighttime Violence Wood Trolls The Monster Under Your Bed Spies, Watching and Listening
Taste of Madness
WM 107
Spend Glamour, hand becomes a knife (1L). Gain Melee Specialty Knives. Spend Glamour and look into bird or Keepers of the mammal's eyes. It becomes a loyal pet until Feral Heart next sunrise or sundown. Can spend 1 Glamour to wriggle free of Slither and Squirm restraints or squeeze through tight spaces 9-Again on Empathy and Subterfuge on Turncoat's Tongue conversation/gather info. Spend Glamour to whisper a message within earshot. Ripper's Gift
Elemental
Embodiments of Nature
Elements (CtL 138) Communion (WM 32) Contracts of the Wild (RoS 111)
(+) Once per day, spend one point of Glamour to increase Health by your Wyrd level for one scene. (-) Do not reroll 10s in dice pools involving Manipulation, Empathy, Expression, Persuasion or Socialize, except in dice pools for seeming affinity Contracts
Can spend Glamour to add Wyrd to Speed or Initiative for the scene Spend Glamour, change a target's vice to "Lust". Add Wyrd to manipulation. Lasts 24 hours. Spend Glamour, force a successful reroll at 1. Gain +1 to all Contracts of the Hearth.
Blightbent
Humanoid Jewel Earth / Mud / Sand / Stone Fire / Lightning / Heat Electricity / Lighting Dolls / Mechanical Men
Spend Glamour, breathe pollution. Roll Dex + Wyrd - targets stamina. Target takes one Caustic Caress lethal per sucess unless he can defend. +3 to resist manmade poisons. Spend Glamour, for one scene, everyone Peace of Suffering within 10 yards suffers no wound penalties. Purchase Larceny at half cost. Can spend Glamour to increase non-combat Terrestrial Might Strength rolls at 1-to-1 basis Flickering Acumen Fireflaught's Vigor Artificer's Enchantment Can spend Glamour to increase Wits rolls at 1-to-1 basis Spend Glamour, +2 to speed and intiative. Lasts for a turn per Wyrd. Can learn Contracts of Artifice and make untrained Crafts rolls with reduced penalty Spend Glamour, +1 to Stamina, Resolve, Composure for scene. +2 on grapples and escaping grapples. 9-Again on Intimidation and Subterfuge rolls and can spend Glamour to reroll a failed Intimidation roll Can spend a Glamour to breathe underwater and Swim at 2xSpeed. Cannot breathe air until effect is over or Glamour is spent to deactivate 9-Again on Stealth and Survival rolls. Can spend a Glamour to hide in a normally unhideable area with decent foliage
WM 78
Statues made of Metal Forge's Endurance Sand / Deserts Snow / Ice Enveloping Sands The Voice of Ice
Waterborn
CtL 110
Woodblood
CtL 110
Fairest
The Royalty and Glamorous
Vainglory (CtL 146) Reflection (ER 34) Separation (WM 40)
(+) Spend Glamour to improve dice pools involving Presence, Manipulation and Persuasion (+) Do not suffer a penalty for untrained social skills. (-) -1 when rolling to avoid losing Clarity
Can illuminate an area at will. By spending a Transformed by Light / Goblin Illumination Glamour, can make the light blinding Fire / Ice Dancers, Assassins and Artists Graceful Warriors / Beastblooded Entrancement of the Flame Personification of a Sweet Flower Fae Grace Dragon's Talon 9-Again on Socialize or Expression rolls involving agility and +1 to Dodge
Spend Glamour, reroll a Brawl attack, once per scene. +1 to Brawl rolls Spend Glamour, everyone looking must rolle Burning Hypnotism Res + Comp, or suffer -2 to all actions until scene or effect ends. 9-Again on Persuasion, Socialize and Seductive Subterfuge Fragrance
Gandharva
Pretty Messenger
Heavenly Articulation
Larcenist
Minstrel
Performer
Muse
Artistic Inspiration Taken to be the Fae's Best Friend Rainbowchild / Emotional Epileptic Masters of Twisting Truths
Playmate
Polychromatic
Prismatic Heart
Romancer
Narcissus's Blessing
Shadowsoul
Unnatural Chill
Succubus
Spend Glamour, Expression or Persuasion rolls become an exceptional success at 3 die instead of 5 for one scene. 9-Again on Larceny and Socialize rolls involving Agility. +1 to dodge when dodging attacks. Spend Glamour, reroll any failed dice on Expression roll. Harvesting Glamour from audience gains 8-Again. Can spend a Glamour to give a Human +2 to an Expression, Persuasion, Socialize or Subterfuge roll When Playmate is primary actor in a teamwork roll, add +2. If secondary, you may forgo roll to give primary 9-again. Spend Glamour, +2 to resist emotional manipulation for scene. All empathy vs. changeling suffers -1. Subtle changes in everyone's eyes, incurs -3 to describe character, applies to clothes. Even cameras, both video and digital are affected by blessing. Bonus to Intimidate = Wyrd, 9 again subterfuge. Contracts of Darkness are affinity. If target and Succubus have same vice, +1 to all social rolls. If both have Lust, +2. Free Striking Looks merit (WoD, p117). If already owned, . Always know what time it is, +3 on situations that require precise timing. Free Astronomy for Academics, Astrology for Occult.
WM 108
NHGF 63
NHGF 43
CtL 114
NHGF 122
WM 84
NHGF 46
WM 84
WM 109
Telluric
Stars
WM 84
Treasured
Treasured Item
Weisse Frau
Once per scene, spend Glamour, retake one Alabaster Fortitude Stamina, Resolve or Composure roll (Not for derangement rolls.) Spend Glamour and kiss a target once per chapter. Target gains +2 armor. If target is Kind, Sad Pale Matrons Kiss of Life younger then 13, +3. Does not stack with other armor.
WM 85
WM 109
(+) Spend Glamour to improve dice pools involving Strength, Brawl and Intimidate.
Ogre
The Monsters
Stone (CtL 144) Oath and Punishment (WM 47)
(-) Do not reroll 10s in dice pools involving Composure (Except for perception rolls, Wits + Composure)
(-) -1 Penalty when using Composure as a defense trait (Subtracting defense from a characters dice pool). Spend Glamour, turn something into any weapon from the Melee Weapons Chart Improvised (WoD Core p170). No -1 Improvised Weapon Mayhem penalty for the Bloodbrute. An enemy at half health grants +1 to the Sepulchral Hunger Ogre's attack rolls. Gain a +1 when fighting undead (Zombies, vampires)
Bloodbrute
Gladiator
WM 90
Corpsegrinder
Cannibals
WM 90
Cyclopean Daitya
Trackers with Acute Senses Reptilian Giants / Godslayers Cryptids and Urban Legends Giants that Magically Grow Monstrous Eaters Soul Consuming Demons Living Siege Engines Heavy Defenses Ambushers / Cunning Riddlers Lake Monsters
Farwalker
8-Again on Wits based Perception rolls. Fi Fi Fo Fum indeed. Spend Glamour, ignore durability do damage to structure for one attack. Free Weaponry Specialty. 9-Again on Stealth or Survival rolls and can spend a Glamour to reroll a Stealth or Survival roll Spend Glamour, add Wyrd to Size. When returning to normal size, take 1 lethal damage. 2L bite attack Spend Glamour, bite attack once per session. Heal 1 lethal or 2 bashing for every damage dealt. Must be done on Morality 6 or less. When attacking w/ bare hands, ignore 3 durability in objects. Spend Glamour, gain Armor equal to Wyrd but suffer reduced defense Spend Glamour, add Strength to all Manipulation rolls. Can hold breath as though Stamina 7 and no penalty to sight based perception rolls underwater Spend Glamour for +1 occult. +1 to activate Contracts that curse.
CtL 118
Sundering Talons Obdurate Skin Unyielding Voice Lie Under the Waves Black Hex
Witchtooth
WM 91
Wizened
The Servants and Craftsmen
Artifice (CtL 134) Animation (WM 52) Forge (RoS 99)
(+) Spend Glamour to get 9-Again on Dexterity for the scene (+) Spend Glamour to add Wyrd to dodge total (-) Do not reroll 10s in dice pools involving Presence (-) -2 for untrained Social Skills Impeccable Craftsmanship Polyglot's Riddle The Inebriating Elixir 8-Again on Crafts rolls and can spend 1 Glamour to reroll failed dice on a Crafts roll 8-Again on Expression when writing. Wits + Academics to understand written text in foreign language. +4 dice to resist poisons/intoxication; spend Glamour, magically make a drink alcoholic 9-Again on Social rolls that deal with manners or etiquette and can spend a Glamour to get +2 to Manipulation and Presence die pools 9-Again on Medicine rolls, doesn't suffer equipment penalties on Medicine rolls Spend Glamour, complete a simple task almost instantly. Add 2 Glamour to a Talecrafting roll to avoid Cruel Twists of Fate (does not protect against dramatic failure on the roll)
Artist Author
Artists Writers
CtL 121 WM 96
Brewer
Makers of Alcohol
CtL 121
Chatelaine
Butlers
Perfect Protocol The Analeptic Charm Unseen Labor Turn of the Tale
CtL 121
Gameplayer
Gremlin
Spend Glamour, win mental based board games. +3 to gamble in games that require both mental skill and luck. Spend Glamour once per day, touch a device Gremlinizing Touch to negate equipment penalties, including with weapons. Grandmaster's Stratagem Inventive Genius 8-Again on Crafts and Science rolls involving mechanisms and devices. Spend Glamour to add Wyrd score in dice to such a roll. Spend Glamour, send a coded message through vibrations in the ground. Can tell the future as though they had the Common Sense Merit Spend Glamour, touch raw meat (Minimum one pound). Can feed equal to Wyrd score, nourishes for 24 hours. Gain Free Iron Stomach Merit (WoD p112). Spend Glamour, improve a tool Has a Weaponry specialty with Bladed weapons Spend Glamour, pick a target. Sing or play instrument and target will be unable to act as long as you continue or he must defend himself. 8-Again to Survival rolls and can survive by eating any plant
WM 96
WM 110
Inventors
Artificers
VL 22
Miner Oracle
Underground Prophets Cannibals / Chefs / Butchers Metalworkers Combatants/Sentries Parties / Dancers / Hypnotism
WM 96 CtL 122
Thusser
Fiddler's Delight
WM 110
Woodwalker
CtL 123
Invoked during a rematch of the initial Grant insight on the opposing players tactics competition. The character is using a game Plays a game with the appropriate to the situation at hand Wyrd and gains insight (Chess for a football game, blackjack on a competition or when it's multiple vs. one, poker for battle. every man for himself) Give information to a unit through a board game. Oh god recursion Prepare each piece or card for at least one hour before the clause is activated. Followers must be on hand. / ()
Wyrd + Occult
Wyrd + Manipulation
Curse enemy units. Leader will know you've Changeling has played this game with cheated if you didn't get someone who died in the last week. an exceptional success.
()
Contracts of Dream
C:tL 124
Pathfinder
locate paths, Hollows Pluck a thorn from the local Hedge and and other fixtures in the shed a drop of blood within a single day Hedge alter events and setting Stand or sit beside target with touching in subject's subject's and his or her own temples dreamscape, even when not inside Double Wyrd for calculating damage, or Carrying a token of favor given to them increase Willpower by freely by an enemy or one of their loved ones or family members Wyrd as health in oniomachy combat. extract items or images Posses at least a single thread from target's night clothes from dreams use dreams to traverse Carry a physical object made by user instantaneously a during the journey. physical distance
Wyrd + Intelligence
Wyrd + Wits
Phantasmal Bastion
Cobblethought
Wyrd + Intelligence
Dreamsteps
Wyrd + Intelligence
Contracts of Hearth
Fickle Fate Give someone a -2 penalty on next roll Give someone a +4 bonus on next roll Give someone an automatic success on next roll If used on a target more than once an hour, affects user instead If used to enhance the same action more than once before the next sunset or sunrise, another roll will fail If subject benefits more than once per day, their next action is rolled with a chance die
C:tL 127 -
Favored Fate
Beneficent Fate
Fortunas Cornucopia
Give someone 8-again If used on a subject more than once per day, another roll will dramatically fail on the next roll Make one subject's action an automatic exceptional success If used on a subject more than once within a year and a day, that action becomes a dramatic failure
Triumphal Fate
Contracts of Hours
User or a member of the user's family Restoration of Dawn Restore a weathered Beauty item to prime condition. owned the object before abduction Frozen Moment Thief of Days Freeze an object in time by touching it. Cause an object to age unnaturally, damaging it. Alter the flow of time within the Hedge relative to Earth. Shoot a target forward in time, removing them from action. Learn the Target's Clarity Performed during sunrise or sunset Knows the name of a now dead former owner Smash a time keeping instrument during activation Used when the target is touching or moving through a gateway into the hedge
Wyrd + Wits Wyrd + Investigation or Wyrd + Investigation vs Powerstat + Composure DitD 69 Wyrd + Intelligence
Temporary Sanity
Stand on one foot with shut eyes and your arms by your side for a minuet. ( )
Loan Clarity for a scene Target has lost Clarity in the last 24 Breaking Point level: 6 hours. Only make one Clarity roll in the next scene, no matter how many Spent the last hour with more normal Breaking Points you humans than Enscorcelled humans or triggered. (Not counting Lost. the Breaking point for activating this Clause) Breaking Point level: 4 Lower the target's Clarity for a scene. Breaking point level 2. The target publicly doubted her own sanity in the last hour.
Armoured Clarity
Resolve + Clarity
Thief of Reason
Contracts of Mirror
Riddle-Kith Skinmask Transfigure the Flesh Dined with a member of that kith within Appear as another Kith. the last week Alter one feature of the Get an object belonging to the reproduced individual Mask. Grow larger or smaller Steal a garment that is either too large or too small to wear as you wish. Transmutes a single bodily feature into an unnatural shape, such Consume the threads of a caterpillar's as sprouting claws or cocoon. elongated legs, granting a variety of potential bonuses Transform into an Commission the creation of object inanimate object of your intended to mimic choosing for one scene.
Oddbody
Wyrd + Strength
Chrysalis
Wyrd + Strength
RoS 105
Wyrd + Wits
Maddening Eye
Wyrd + Manipulation Subject's Composure Wyrd + Presence vs Powerstat + Composure Wyrd + Expression
Lurking Insanity
The character can look intently at a target and cause him to develop a latent form of insanity Target betrayed a close blood relative that manifests only when a specific even or type of event occurs.
Wyrd + Subterfuge
Contracts of Omen
Vision of Strife See someone's worst Target is speaking about their past memory Next turn roll twice and take the better result. User is playing a game of skill Two Glamour to cast reflexively and roll twice this turn. The Changeling sees the most significant or emotionally important Target is under 18 event that will happen to someone in the next few months. Sees a vision of one single turn, effectively letting you replay that turn. A trusted friend or ally suddenly betrays the user
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Wyrd + Wits
Wyrd + Wits
Vision of Disaster
Wyrd + Wits
The Changeling names a single experience Used to bless a mortal under 18 with Tying the Knots of which will happen to good fortune Fate someone, the experience becomes much more likely.
Wyrd + Presence
Contracts of Smoke
The Wrong Foot Nevertread Shadowpatch Murkblur Light-Shy Replace tracks with that of another animal Don't leave tracks when moving Bonus to hide as shadows envelop the Changeling Make target blind for a scene Invisibility Increase the damage of a weapon, weapons must cause bashing damage. Enchant thorns to drain glamour. Lick thumb and smudge it on a mirror Spent at least an hour barefoot within the past day Spent at least an hour away from natural sunlight within the past day Swallow the eye of an insect or an animal Told someone a meaningful lie to someone important to the user within
C:tL 132 Wyrd + Intelligence Wyrd + Wits Wyrd + Intelligence vs Powerstat + Resolve Wyrd + Intelligence SaD 49 The changeling uses a whip made of plant material. Clause is used against someone in the service of the characters Keeper or the Wyrd + Dexterity
Wyrd + Occult
Briarpath
As the Changeling moves a path of thorns The character scatters a handful of hedge thorns behind her grows behind them. Slows down pursuit.
Wyrd + Wits
Shield of Thorns
Hedgewall
Creates a circle of thorns which attack anyone in them. The changeling grows a wall of thorns in any shape she desires.
Changeling deals 1L to self, pours blood where she wants thorns to grow. The changeling transplants a small shrub from the hedge into where she will activate the clause. ()
Wyrd + Manipulation
Wyrd + Presence
Trapdoor Spiders Trick Cuckoos Ruse Blessing of the Burrow Collapsing the Entrance
Wyrd + Wits Wyrd + Manipulation vs Hollow Ward / Security Wyrd + Survival Wyrd + Strength C:tL 142
Sees or touches the animal of the imitated type Ask the animal to guard or watch the user's dwelling Touch an animal of the correct type In animal's natural habitat or within touching distance of the animal
Wyrd + Wits
Wildwalker
Wyrd + Persuasion
Natures Curse
Wyrd + Intimidation
User is attempting to come to the aid of a mortal A dozen or more mortals are asking or hoping the user to do so
Wyrd + Expression
Wyrd + Presence
Wyrd + Survival
Creeping Dread
Wyrd + Stealth
Balm of Unwakeable Slumber Boon of the Scuttling Spider Touch of Paralyzing Shudder
sleeping targets remain Target asleep in own bed and Contract sleeping through all used between sunset and sunrise noises or movements run along solid surface cause the target to move slowly and clumsily Climbing a wall made of stone or wood outdoors, at night Target is alone and already afraid of the Changeling
Wyrd + Manipulation vs Powerstat + Resolve Wyrd + Athletics Wyrd + Presence vs Powerstat + Resolve WM 26
Wyrd + Presence
Dread Companion
Wyrd + Manipulation
Haunting Intercession
Wyrd + Manipulation
Wyrd + Strength
Wyrd + Stamina
Primordial Voice
The character makes a minor offering to the element polishing metal she is going to talk to, sweeping flagstones, singing for the air, adjusting the lights to make shadows larger, etc. In addition to the effort involved, such efforts also take at least a few minutes of time.
Wyrd + Socialize
The character wishes to share the senses or ask a favor of an example of Remotely scry through the element she is extremely familiar Distant Connection instances of an element with such as the wood of or air in her home or the metal in her car. The changeling performs a significant favor for the element, such as thoroughly cleaning a public fountain, spending an hour or more polishing a large stone statue or hanging up ribbons and bits of paper for a wind to blow immediately before using this clause. When first using this clause on the element, the changeling negotiates with the element, promising some service or other payment in return for having the element as a temporary ally. Successfully bargaining with the element and paying its price are the catch for this clause. The favor asked is invariably hazardous, arduous or expensive
()
Wyrd + Persuasion
Elemental Servitor
Wyrd + Persuasion
Elemental Ally
Renders the element intelligent and observant for an extended period, but it can animate for only one scene.
Wyrd + Presence
Contracts of Elements
Cloak of the Elements Armor of the Elements Fury Control Elements Calling the Element Become the Primal Foundation Be protected from all manifestations of the element. Gain 1 Armor, do damage on contact, attack by touch. Direct the element within the area. Call an element to the area. Become a manifestation of the element. Wearing a symbolic representation of the element Touching the element when the contract is invoked Area completely dominated by the element Calling the element solely to entertain Must sit and contemplate a large amount of the element for at least half an hour immediately before
C:tL 138 -
Wyrd + Dexterity Wyrd + Manipulation Wyrd + Wits Wyrd + Manipulation RoS 111
Wildwalker
Wyrd + Persuasion
Natures Curse
Each success increases environmental penalties by one to move, hide and perceive for a target. Each success increases speed, stealth and perception by one. Create/modify weather patterns. Environment attacks everyone withing 50 yards
Wyrd + Intimidation
User is attempting to come to the aid of a mortal. A dozen or more mortals are asking or hoping the user to do so. On land owned by family.
Wyrd + Expression
Wyrd + Composure
Create a duplicate of an The object removed is owned by Stealing the Solid object by stealing its someone indebted to the user Reflection reflection
Wyrd + Larceny WM 40
Contracts of Separation
Tread Lightly Walk on surfaces that could not support one's Wearing delicate footwear which would weight, and downgrade be ruined without this power. falling damage. The character is unjustly imprisoned for a crime she did not commit. Deliberately imprisoned by another Changeling The Changeling is unarmed and does not attempt to attack. If the Catch is used attacking ends the Contract and costs 3 Glamour ( )
Wyrd + Dexterity
Become immediately Evasion of Shackles freed from bondage or imprisonment Breaching Barriers Pass through a sealed door or window.
Wyrd + Larceny
Wyrd + Presence
Elegant Protection
Wyrd + Dexterity
Phantom Glory
The Changeling wears no armour and Briefly enter the Twilight carries no weapons. Using either ends the Clause
Contracts of Vainglory
Mask of Superiority Gain a +2 bonus when Pretending to be someone who's status speaking from a comes from looks alone position of authority.
Wyrd + Expression
Unable to be attacked by mortals as long as you don't attack or carry Used at a formal party with at least a dozen people. a weapon; supernaturals roll to resist with each attack. In combat that was previously agreed to by both sides. The Changeling is trying to convince people of something she believes to be true.
Wyrd + Presence
Force mortals and supernaturals to flee in fear with revelation of unearthly beauty. Create a story so well Words of woven that everyone Memories Never Lived listening believes it wholly.
Determine whether a touched entity has violated oaths and gain Target has sworn or is swearing an Sense Tainted Vows the general impression oath with the Changeling of the most significant oath Gain a bonus to resist Successfully resisted a Court based Inexorable Pursuer some attempts to apply emotional manipulation or attack in the last day. emotional influence. Sense distance and Relentless Pursuit direction to pursued subject. Against a subject who has violated an oath, Cruel Vengeance bashing damage is upgraded to lethal and lethal to aggravated. The Changeling can't stop to rest for more than 15 minutes. Including resting in a vehicle, but not driving. The target is a member of the Changeling's Freehold.
Wyrd + Resolve
Wyrd + Stamina
Contracts of Stone
Might of the Terrible Each success adds one Fighting multiple opponents while Brute to Strength for the turn unarmed Ogres Rending Grasp Display Grandiose Might Gluttonous Feast of Health Each success destroys Attempting to remove a barrier. one Durability Add Wyrd to Strength for non-combat purposes Convert 2 Lethal to 2 Bashing damage or1 Aggravated to 2 Lethal damage The Changeling is using the contract to show off for a mostly non-practical purpose. The Changeling was offered large amounts of food by a stranger.
Wyrd + Strength
Wyrd + Athletics
Wyrd + Stamina
The Contract is being used in respond to a loved one being seriously hurt or killed.
Wyrd + Resolve
Knowing Touch
Wyrd + Craft
Wyrd + Wits
Commands an object to The character owns the device and has regularly used it for at least a month. act on its own Animates an object for an entire scene The objects owner is a stranger to or enemy of the changeling, and mistreats or does not take adequate care of the object
Wyrd + Presence
Contracts of Artifice
Brief Glamour of Repair Touch of Workmans Wrath Repair a device without Fix an item owned and used by another but never personally used tools or parts Causes a touched device to malfunction, requiring brief repairs Blesses an object, giving it a die bonus equal to Wyrd for a full scene; lasts until sunrise or sunset with a point of Willpower and Promise Leaves. Can jam a device with a look, causing it to malfunction, with significant penalties to repair. Can create a device out of unlikely but thematically fitting components. alter the details of any two dimensional. Reshape small object in minor ways. Conjure small object from pocket Owner of the device stole or cheated or attempted to steal or cheat the Changeling
Blessing of Perfection
Used on an object used and owned by someone the Changeling doesn't know well in exchange for a favor
()
Wyrd + Wits
Wyrd + Presence
Tatterdemalions Workshop
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Wyrd + Crafts
Hidden Reality
Paths of Desire
Create or Change some minor feature of reality. open a gateway that leads to anyplace in the Hedge that the character has ever visited before.
Used when creating a way out of a place where they've been confined against their will User has buried a vial of their own blood in the soil of the desired location
Wyrd + Wits
Wyrd + Academics
C:tL 151
Yesterdays Birth
Age a target by a full season, leaving it as if it were now the height of The character spills two drops of blood on the target object and cups it in her Spring; requires additional Glamour and hands. a willpower dot to apply to humans. Animates the plant life in an area and have it fight on the changeling's behalf. A man bled to death on this soil within the past year.
Wyrd + Medicine
Wyrd + Wits vs Powerstat + Composure Mantle + Manipulation + Persuasion - Subject's Mantle + Presence + Subterfuge vs Powerstat + Composure Mantle + Wits + Craft Mantle + Intelligence + Expression vs Powerstat + Composure LoS 39
Alter a subject's desire The subject freely told the Changeling Waking the Inner and force them to his desires. Faerie pursue it above all else.
Font of Inspiration
Each success is a +1 to Invests his own literal blood sweat or Crafts or Expression tears into the creation rolls Gains a +3 bonus in social challenges. Drawback of being less effective with multiple uses. +4 Bonus to attack pool, but the opponent gets a +2 bonus as well. Sway a crowd in a certain emotional direction
Mantle + Wits + Empathy Subject's Resolve (If subject is opposed) Mantle + Presence + Manipulation vs Resolve + Composure
Impassioned Blow
Target has insulted or assaulted by word or deed the changeling in the last hour No one in the crowd knows the user is a changeling
Mantle + Resolve + Brawl / Firearms / Weaponry Mantle + Wyrd + Presence (Extended and Contested)
Renew Willpower pool as if fulfilling Virtue, drawback of all social Takes an action directly related to virtue actions being tainted by or vice her virtue or vice and a 2 to all social rolls
C:tL 155
()
Wyrd + Survival
Produce a small light for one scene; extend Ulfs Heart its presence by spending 1 more Glamour. Gain +1 Strength with one success, and Noonday Grasp another +1 with every three successes after that. Let loose a bright light that reveals all hidden Solstice Revelation individuals and challenges supernatural cloaking. Unleashing a beam of focused sunlight that The Lords Dread does Lethal Gaze (Aggravated with Willpower)
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Mantle + Dexterity + Athletics - Subject's Defense C:tL 153 Wyrd + Wits Mantle + Manipulation + Persuasion vs Powerstat + Composure
Goblins Malignance
Stir a person to fury with harmless words. Quell all conflict in an area temporarily.
The clause's target wears a ring on the left hand. The character is suffering wound penalties and has taken at least two points of lethal damage.
Mantle + Manipulation + Subterfuge vs Powerstat + Mantle + Presence + Socialize - Subject's Composure Mantle + Stamina + Animal Ken
Enter an unstoppable The sun is within five minutes of its fury; gain +2 to Physical zenith, and the character has called out rolls and ignore all a formal challenge to an opponent. wound penalties.
LoS 59 Strength + Wits - Objects Size Wyrd + Presence vs Highest Wits + Composure within sight. Wyrd + Resolve - Subject's Stamina
Battle Bright
Inflicts a sun stroke on the target, resulting in The Changeling strikes with a metal either mounting weapon he forged, has to hit with mechanical penalties or substantial metal part. aggravated damage (target's choice). Turns the area into a The Changeling meditates under a blighted waste land that Summer Court flag or pendant she inflicts penalties on all helped make. combatants.
Scorched Earth
Wyrd + Strength
C:tL 159 Wyrd + Manipulation Mantle + Presence + Science Mantle + Dexterity + Medicine Mantle + Dexterity + Survival Mantle + Manipulation + Occult C:tL 156 Subject does not know the Changelings name Wyrd + Wits Mantle + Manipulation + Intimidation
The unnatural fear the character evokes Invoke fear of intended is based upon a myth, urban legend or actual threat with which all subjects of object in subjects the Contract are familiar.
Immune to mundane attempts at fear and Heart of the Antlion resistant to supernatural fear. Scent of the Heart of the Antlion for Harvest friends. Become the subjects Mien of the Baba fear. Scare them badly Yaga enough to actually deal damage
The character consumes a spider or other vermin that has literally been scared to death. Two of the subjects greatest fears are each other. One of the subjects greatest fears is actually the character.
Mantle + Resolve + Investigation Mantle + Presence + Expression (Extended) Mantle + Wits + Empathy
LoS 79 Wyrd + Occult (vs. Powerstat + Compusure if target supernaturally concealed) Wyrd + Expression Mantle + Intelligence + Occult
Barrow-Whisper
Smiths Wisdom
Arcadian Commandment
Character knowingly comes unarmed and unarmored to the presence of entity to be commanded. Begged to enact this clause by someone who will knowingly come to disaster on account of his betrayal.
Oathbreakers Honesty
Wyrd + Survival
Touch of Winter
Mantle + Intelligence + Science Mantle + Dexterity + Stealth Mantle + Dexterity + Athletics - Subject's Defense Mantle + Presence + Occult C:tL 160
Blasts a target with cold The contracts target is wearing silver and ice, inflicting lethal jewelry that has a religious meaning to damage and penalizing her. all of their actions. The moon is in the sky and the character can hear a wolf howling.
Slipknot Dreams
Fills a subject with sorrow over a painful Faces in the Water memory, inflicting social penalties. Eliminates a subject's ability to feel positive emotions for a time, Fallow Fields, suffering social Empty Harvest penalties and an inability to regain Willpower via virtues or vices. Paralyzes a subject Every Sorrow a with grief, rendering Jewel them briefly unable to take any actions. Reduce the Effects of pain and discomfort by success Reduces dice pool of supernatural fear effects by Wyrd Damage from an attack is ignored for a round, to be applied next round
The subject is carrying a photograph or some other image of an older relative or ancestor on her person.
The character has made the subject happy (or happier) within the last 10 minutes.
Mantle + Manipulation + Persuasion vs Powerstat + Composure LoS 99 Mantle + Resolve + Occult Mantle + Composure + Expression Mantle + Resolve + Survival
Remorseless Strike
Next Brawl or weaponry Slashes himself with a sharp instrument attack target suffers and takes 1 lethal additional bonus damage equal to Wyrd Bestow previous clauses on others as well. Clutches target with one hand and anoints with ashes of a suicide victim or victim of a crime of passion.
Powerful blessing upon The character has two working an area to protect it compasses somewhere on his body from intruders
Wyrd + Resolve
Harmony of Portals
Wyrd + Stamina
Martyr's Will
Wyrd + Resolve
Changeling and Subject are conversing Temporarily change the about Virtue or Vice targeted as the targets Virtue or Vice. result of the Contract. Massive benefits towards a goal, such as 8-again, etc. Drawback: Target is using this Contract for a If goal is not reached Tenacity of Hope selfless Purpose. within time period, suffer penalties until goal or equal time is met. Shift the Foundation
Wyrd + Resolve
DitD 141 The Changeling writes the targe'ts name or commonly used nickname ona piece of paper and tears it into tiny pieces The changeling has consumed at least one serving of a cafinated beverage within the last hour The changeling is a member of the Dusk court and proselytizes to the target(s) for a minimum of five minutes The changeling is standing on something which obviously marks a small (Roughly 5x5) area. If the Changeling uses this catch to activate Contract, all effects of the Contract The Changeling herself possess the Contract which she is targeting and has activated it within the last 24 hours. Int + Expression + Mantle Resolve
Sense the Inevitable Gain/improve Danger Doom Sense merit +2 to all Resistances rolls for 1 turn per success +1/success to Brawl or Weaponry for 1 turn per success against a specific target. Target receives -2 Compusre if Nullify a contract as it starts or as it is in progress
Pres + Persuasion + Mantle vs. Resolve + Wyrd Res + Brawl or Weaponry + Mantle vs. Comp + Wyrd Int + Occult + Mantle Level of Contract
Hero's Stand
Goblin Contracts
Note: Goblin Contracts are not chained and any clause rank can be bought with no prerequisites. Clause Name Benefit Change a single roll into a rote or a chance roll Change a chance roll into a normal roll or a normal roll into an exceptional success Drawback Catch Cost Source
Wyrd + Wits
Fortunes Bane
Exceptional success become normal successes, normal successes become Must spend a failures and chance willpower dot. rolls dramatically fail at 7 or lower until the next sunrise or sunset Escape from any Must spend a pursuit or confrontation willpower dot. Rescue anyone abducted by the Fae Heals any and all wounds or diseases Must spend 2 willpower dots. Must spend a willpower dot.
Target publicly lied about the user to turn public or official opinion against the user
User is being pursued by Hobgoblins Used to recall a child younger than seven Used to heal or cure a blood relative Target is a blood relative within three generations
Wyrd + Stealth Subject's Powerstat Wyrd + Occult RoS 120 Wyrd + Medicine Wyrd + Stamina
Target does not age for Must spend a the next seven years willpower dot.
Changeling permanently loses the color of his eyes and his Makes a human feel beauty, becoming Target must be fed an item of Trading Beauty for more positively towards bland and colorless food the user prepared Love the Changeling (Though never ugly) or downgrading Striking Looks merit. Change a target's opinion on something Must spend a resolvedot. Causes someone to believe an abstract ideal
Changing Minds
Wyrd + Persuasion Subject's Powerstat + Resolve Wyrd + Intimidation vs. Powerstat + Stamina DitD 65 Wyrd + Occult
Daunting Force
Nothing Hidden
The Changeling becomes intimidating to the subject While the Contract is active, the Changeling may roll to notice supernaturally concealed things. Automatically become aware of any Contracts nearby. Ignore low Clarity modifiers to noticing Wyrd related phenomena and gain a bonus to Kenning
Significant negative Burn the feather of a keen Perception sighted bird and rub the ashes modifiers to the on your eyelid. following scene.
Wyrd Eye
All Perception for things unrelated to Breaks a pair of prescription glasses. the Wyrd is penalized.
Wyrd + Occult
Pay the cost of the The Changeling has been a Block a Contract as it is target of a Contract cast by the The Fatal Clause Clause you are being activated. attempting to block. subject in the past 24 hours.
1 Dot Contracts
Shooters Bargain Blesses the next three shots fired from a weapon to mitigate penalties when attacking. One of the three shots is automatically reduced to a chance die. In a fight scheduled beforehand. Wyrd + Dexterity CtL 164
If the user lies while the contract is active, however, Gain the ability to they lose any ability Used at an official Sight of Truth and Lies instantly tell if a person to tell truth from occasion is lying. lies, believing all but the most blatant fabrications. Gain a sudden simple Trading Luck for Fate insight into the immediate future. This is done in return for a minor turn of bad luck. Using the contract to win at gambling.
Wyrd + Subterfuge
RoS 114
Wyrd + Wits
CtL 164
2 Dot Contracts
The guardian can not distinguish between a blow that would actually do harm or a playful shove. Make a clarity roll Upgrade a Token, at 5 dice when you permitting it to be used next sleep, in dreams. regardless of your current Clarity. Summon an invisible guardian that strikes back the instant you're attacked. Currently suffering at least one lethal or aggravated damage from a hand-to-hand attack Wyrd + Dexterity Rites of Spring 114
Dream Rendering
Wyrd + Wits
SaD 109
Diviners Madness
Gains a brief glimmer into the past or future of Causes temporary a person, place, or insanity. thing. Causes one of the changeling's doors Opens a door, no to be similarly matter how it is barred. opened for another some time soon. This illusion lasts only for a time though, and when it expires the deceived parties automatically know who was responsible for the deception.
Divining the past or future of someone the changeling is in love with. Opening the door to someone who confessed his hatred towards the Changeling.
Wyrd + Wits
Lost 165
Fair Entrance
Wyrd + Larceny
Lost 165
Fools Gold
Guises an object to look like something else, potentially appearing quite valuable.
Clause is used to deceive someone who's lied to the Changeling in the last 24 hours.
Wyrd + Manipulation
Lost 166
Sandman's Bargen
The user can takes Makes a dream real Lethal damage Used after staying immune to disruption by when hurt inside awake for 24 hours Oneiropomps the dream.
Wyrd + Resolve
SaD 110
3 Dot Contracts
Curses the user to suffer a dramatic Allows the user to failure on the next erase any one memory Subterfuge roll to from the target's mind. get someone to believe a necessary lie. This contract blesses a subject with potent healing, even curing aggravated damage. For the next day any further damage they suffer is mirrored upon the user of this contract. The next attack they suffer doing lethal or aggravated damage does the previously avoided damage as a bonus. Used to make the target forget about an event in which the user betrayed the target Wyrd + Manipulation Subject's Composure
RoS 115
Burden of Life
Wyrd + Empathy
CtL 166
Delayed Harm
Wyrd + Dexterity
CtL 167
Hospitality's Hold
Gain bonus (equal to glamour spent) maintaining hospitality in a location, mark violators
Take a similar penalty on all actions not related Own or be primary to maintaining resident of location hospitality, except against violators
Willpower + Wyrd
GotU p29
Mirror Mirror
The target will see the Changeling The changeling when she next breaks the mirror. looks into a mirror.
Wyrd + Resolve
SaD 53
4 Dot Contracts
The changeling must also swear an oath to the subject and suffers similar penalties if he Used when making breaks his oath a treaty of alliance but the nature of or non-aggression the Goblin Oath is such that both parties may suffer if only one is unfaithful. Used to best a rival or enemy.
Goblin Oath
The changeling can bind another character to an oath. The party taking the oath has difficulty breaking this oath, and if she does, disaster will strike her down.
Wyrd + Intimidation
RoS 115
Accurately guess the Suffer a bout of outcome of an event bad lack that would be difficult to afterwords. predict.
Wyrd + Wits
CtL 167
Haha oh man what were you thinking. Character is in the No seriously nice Hedge going dumbass. You deserve this. Changeling is marked with a fiery crown showing he was the one that activated the contract.
Wyrd + Presence
CtL 167
Royal Oil
Wyrd + Dexterity
SaD 54
Goblin Ward
Draw a magical mark; Any changeling not attuned to it and steps near it will suffer from hallucinations and confusion. When the ward is activated it will affect everyone nearby, even those attuned. High Clarity Changelings must roll for loss.
The creator cannot use his Seeming Blessing for as long as the ward continues to exist.
Wyrd + Occult
SaD 54
5 Dot Contracts
Drains a target splashed with blood of all Glamour Used against someone who The user is drained murdered a blood of all Glamour as relative. (Glamour well. expenditure is not negated) + All Glamor Wyrd + Presence
Blood-Binding
RoS 116
Escaping someone Another enemy is who knew the made aware of the changeling escapee's new personally for over location. a year.
Wyrd + Presence
CtL 168
Mad Trespass
The keeper spied Given a gift by the Use a dream to spy on on knows where to keeper or it's a Keeper find you until the servants. following dawn. -3 to perception while the contract Devour a dream for a is active. The user Devours a child's verity of potent benefits cannot sleep and dream halves all traits until they can sleep.
Wyrd + Composure
SaD 110
Sleepwalker
Wyrd + Wits
SaD 111
Description
Looks like a small, red eggplant. Grows in Hedge Cities. Pink lichen that resembles chewed up gum. Pink fruits slightly larger then cherries. Mushroom that appears almost identical to Nightcap. Effects of both can stack. Grows in Hedge Fields. Bamboo filled with red liquid.
Effect
Heals 1A, limited to once per scene. Understand all spoken languages, forget how to read for one scene. Healing fruit. 1L or 2B healed. +4 Initiative for scene Intoxication, +2 social, -2 dexterity, wits or intelligence for one scene. Intoxication equivalent to a shot of liquor smoke to Increase sense-of-self, followed by hallucinations
Page
CtL 223 CtL 113 CtL 223 CtL 224 WM 113 GM 21 GM 21
Coupnettle
Restores 1 point of spent Willpower. After first Bitter and minty leaves, usually made into a Coupnettle, for 24 hours, still restores, but tea. imposes cumulative -1 to composure.
CtL 223
Outside Hedge: Hallucinogenic drug. Grows in Hedge Jungles. Yellow, conical Restore one willpower, -3 all dice pools The Cousins Trumpet flower with no scent. Must be brewed into a including defense and initiative. Within tea. Hedge: +2 Wyrd when shaping the Hedge. Dactyl Dream-A-Dupe Slightly intoxicating, looks like a purple Nectarine. 9-again on social rolls, but hard not to vomit up Healing fruit. 1L or 2B healed.
WM 113
GM 21 CtL 223
Ertwen
CtL 223
Fear Gortach
Highly addictive grass. Can affect mortals and supernaturals. Must succeed Wits + Composure to pull away, and reroll if you run into more Gortach in the next scene. Gluttons get a -3 on these rolls. Grows in Hedge Farmlands. Grows in the shape of a scarecrow. Crack it open and smear it on yourself to gain benefit.
CtL 223
Headgourd
WM 112
Hidefruit
Fae must roll Wits + Composure to find you Tiny, crimson berry about the size of a pomegranate seed. Very rare and bitter, but at -5. Lasts for minutes equal to your Wits + essentially turns you invisible to the Gentry. Resolve. Extended actions in same scene lose penalties; sleep whole day after to maximum of 7 days. +3 to stay awake for extensive amount of time; sleep whole day after to maximum of 7 days.
AN 59
Jarmyn Fruit
CtL 223
Jarmyn Leaves
CtL 223
Eating does 1L damage due to potent poison. Grows in Hedge Deserts. Tree with red Allows you to go 3 times the length without berries that grows out of walls in elevations. food or drink. A Blossom that curls upwards at the end of the leaf Mushroom that appears almost identical to Buglewort. Effects of both can stack. Grows in Hedge Tundras, on the horns of fierce Hobgoblins. Lichen that must be scraped off and eaten completely to take effect. Very rich, pungent moss used in soups. Effect only applies if eaten raw, about a salads worth, in the field. Healing fruit. 1L or 2B healed. Halves Speed until accumulates 4 successes on Stam + Res
WM 111
Murmerleaf
CtL 223
Nightcap
CtL 224
Pedicle Velvet
Heal 1L damage. Gain +1 Stamina for 6 hours. Next time you have intercourse, it will result in pregnancy. Loses 1 Willpower and can't spend Willpower for scene
WM 114
Pitt Moss
CtL 224
Oddments
Gallowsroot Ropy vine shaped like a noose. Grows in Hedge Bogs and Swamps. Looks like a reed with a knobby outgrowth. Foul smelling acorns. Dispersed among trees completely randomly. Parchment-like leaf that is crumpled up when casting your contract. The fruit is safe to eat. The thorns are hard and sharp, and can be used as a weapon. Acts as Strength 3 attacker with a garrote for 3 turns. Single-use lockpick, adds +5 to any lockpick roll. -1 dice pool to everyone within 15 feet. CtL 224
Hog Eye
WM 111
Jennystones
CtL 224
Promise Leaves
CtL 224
Stabapple
CtL 224
Vermsap
Oozes out of trees in Hedge Forests. Just a Vermin follows you around, -2 social penalty, dollop on your skin summons masses of 1 initiative and defense. vermin that follow you until removed.
WM 112
Book List C:tL DitD ER LoS NHGF RoS SaD VL WM Changeling the Lost Dancers in the Dusk Equinox Roads Lords of Summer Night Horrors: Grim Fears Rites of Spring Swords at Dawn Victorian Lost Winter Masques