| Lesser (1)
| Medial (2)
| Greater (3)
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Tasks (-)
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Alliance
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A peace pact - the changelings involved agree not to harm/hinder each other. They are not required to assist each other nor to prevent harm caused by a third party.
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Alliance
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The oathbound are expected to help each other as necessary, with sanctuary, food, money, or whatever else might be necessary. It is expected that the oathbound be willing to harm a 3rd party when coming to the aid of their ally, but they are not expected to kill or be killed in the service of this level of alliance.
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Alliance
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The oathbound are expected to aid one another even unto torture and death. No force should prevent the oathbound from coming to the aid of their ally. They are expected to kill in the service of the alliance, and be killed should it be necessary.
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Endeavor
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An easy to accomplish task that requires little time or effort, or makes only slight demands of the oathbound.
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Endeavor
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Either a constant activity that requires a small but regular sacrifice of time on the part of the oathbound, or the performance of a single difficult task which may result in harm.
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Endeavor
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Either a regular activity of significant attention and effort, or the performance of a tremendously difficult task which may result in death.
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Forbiddance
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Forbids an action that is simply avoided.
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Forbiddance
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Forbids an action that is either more common or something the oathbound are likely to desire. Avoiding the action serves as a regular inconvenience.
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Forbiddance
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Forbids a very common action that is likely to change the way in which the oathbound lives his or her life.
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Ensorcellment
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Infusing a mortal with Glamour so that the moral may see the world of the fae. This is both a task for the changeling and a boon for the mortal involved in the pledge. Swearing the pledge requires the additional expenditure of 1 point of Glamour on the party of the changeling in addition to any other costs associated with the pledge.
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Dreaming
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Permits the changeling who holds the task to enter the dreams of another, usually with the purpose of safeguarding their dreams.
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Fealty*
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A pledge involving the an acknowledge lord or lady of a freehold, binding the oath-taker to the laws of the Freehold and to work according to his talents to defend the Freehold. Any pledge with this task always includes the vassalage boon and the banishment sanction. The first time the lord or lady enters into a fealty pledge, they must expend 1 dot of willpower. Taking additional oaths of fealty after that are considered invested into the same pledge, thus the lord/lady does not need to expend an additional willpower dot. The oath-taker expends only a willpower point, not a dot.
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Boon (+)
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Adroitness
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Gain +1 to all rolls with a single skill, as defined by the pledge, while the pledge is active.
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Ensorcellement*
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Infusing a mortal with Glamour so that the moral may see the world of the fae. This is both a task for the changeling and a boon for the mortal involved in the pledge. Swearing the pledge requires the additional expenditure of 1 point of Glamour on the party of the changeling in addition to any other costs associated with the pledge.
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Vassalage
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Changelings with the Vassalage boon are considered members of a Freehold, with all associated benefits, and gain a certain Freehold specific blessing while they are within it's borders. Note that the Sacramento Freehold's blessing is a bonus to Clarity degeneration rolls.
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Blessing
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Changelings gain a 1 dot merit to those who do not already posses the merit, or 1 additional dot in the merit to those who do. Humans who do not already possess the merit may gain up to 2 dots.
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Blessing
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Changelings gain a 2 dot new merit or increase the existing merit by 2 dots. Humans who do not already posses the merit may gain that merit worth 3 or 4 dots.
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Blessing
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Changelings gain a 3 dot new merit or increase the existing merit by 3 dots. Humans who do not already possess the merit may gain that merit up to 5 dots.
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Favor
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Instead of gaining some immediate bonus, the oathbound is owed a task of equal value to the favor boon at a later time.
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Favor
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Instead of gaining some immediate bonus, the oathbound is owed a task of equal value to the favor boon at a later time.
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Favor
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Instead of gaining some immediate bonus, the oathbound is owed a task of equal value to the favor boon at a later time.
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Glamour
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The exchange of Glamour between oathbound changelings. No more Glamour than the lowest of the involve changelings' Wyrd rating can be transferred at any one time. The transfers may happen at intervals, one point of Glamour at a time. The transfer may not happen more than once per week, and may not involve more Glamour than the highest of the involved changeling's Wyrd rating over the course of the entire pledge.
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Sanction (-)
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Curse
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Negates the 10-again rule for the oathbreaker for the duration of the sanction.
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Curse
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Reduces the possibility of success to 9s and 10s only.
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Curse
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Only a result of 10 on a die is considered a success. Should a given die result in no successes, the failure is considered to be a dramatic failure, though the oathbreaker may spend a point of willpower to negate this, making it a regular failure.
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Pishogue
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At the time of sealing, a changeling weaves a one or two dot contract into the pledge. Then, at the instant of betrayal, the oathbreaker suffers the effect of the contract with no resistance, and the one who wove the contract knows immediately of the betrayal.
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Pishogue
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At the time of sealing, a changeling weaves a three or four dot contract into the pledge, or a combination of two lesser pishogues. Then, at the instant of betrayal, the oathbreaker suffers the effect of the contract with no resistance, and the one who wove the contract knows immediately of the betrayal.
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Pishogue
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At the time of sealing, a changeling weaves a five dot contract into the pledge, or two medial pishogues, or three lesser pishogues. Then, at the instant of betrayal, the oathbreaker suffers the effect of the contract with no resistance, and the one who wove the contract knows immediately of the betrayal.
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Poisoning of Boon
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Reverses the effect of the boon.
Adroitness: Suffer a -1 to the boon skill.
Blessing: The original bonus merit points are lost, as well as losing an additional number of dots from that merit equal to the original boon. If this drops the merit down below a usable level, the ST levies an appropriate misfortune on the changeling.
Favor: Reverses the rolls of debtor and owed.
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Poisoning of Boon
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Reverses the effect of the boon.
Blessing: The original bonus merit points are lost, as well as losing an additional number of dots from that merit equal to the original boon. If this drops the merit down below a usable level, the ST levies an appropriate misfortune on the changeling.
Ensorcellment: The mortal continues to perceive the world of the fae, but everything takes of a terrifying aspect. For each weak the mortal suffers the poisoned ensorcellment, he makes a Resolve + Composure roll at a penalty of -1 per week. Failure inflicts an appropriate derangement on the mortal. In addition, he must make a Resolve + Composure roll at the same penalty whenever he encounters an entity of Glamour or react with great terror.
Favor: Reverses the rolls of debtor and owed.
Glamour: Reverses the roll of giver and receiver.
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Poisoning of Boon
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Reverses the effect of the boon.
Blessing: The original bonus merit points are lost, as well as losing an additional number of dots from that merit equal to the original boon. If this drops the merit down below a usable level, the ST levies an appropriate misfortune on the changeling.
Favor: Reverses the rolls of debtor and owed.
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Flaw
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The betrayer gains a flaw, either chosen at the sealing of the pledge or a thematically appropriate flaw chosen by the ST at the time of the betrayal.
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Banishment
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This sanction is not levied by the Wyrd. When the Lord of the Freehold declares before at least 1/4 of his vassals that a changeling is banished, the oathbreaker feels the banishment immediately. From that moment on, any vassal gains a point of Glamour for acting to harm the traitor within the Freehold's borders, and a changeling who kills the oathbreaker gains an amount of Glamour equal to the oathbreaker's Wyrd.
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Death*
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As soon as the oath is broken, the betrayed party immediately loses a dot of Willpower, and the traitor becomes immediately aware of what's happening. Then, within a number of days equal to the betrayed's Wyrd, the betrayer will encounter a fatal and often ironically appropriate accident. If the betrayer manages to convince the betrayed to forgive him before his doom claims him, the betrayed immediately recovers his lost willpower point and the doom is lifted, but the forgiveness must be genuine and uncoerced.
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Vulnerability
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Strips the defense of the oathbreaker against the betrayed. Vulnerability to Glamour causes the oathbreaker to lose his normal resistance to the Contracts and powers of the one he betrayed. Vulnerability to Violence causes the oathbreaker to have a defense of 0 against the betrayed, and any powers that grant any kind of bonus to defense or armor are negated against the betrayed.
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Duration (+)
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Day
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The pledge lasts 24 hours.
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Moon
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The pledge lasts 28 days.
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Year and a Day
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The pledge lasts for 366 days.
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Week
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The pledge lasts exactly 7 days, to the hour.
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Season
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The pledge lasts precisely 89 days (1/4 of a year).
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Decade
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The pledge lasts for exactly 10 years and 10 days.
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Lifelong*
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The pledge lasts until the death of one of the oathbound. Swearing a lifelong pledge requires the expenditure of 1 dot of willpower.
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Generational*
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The pledge lasts for the life of the oathbound, but when the oathbound dies, the pledge is not ended. Instead, responsibility for the pledge is passed on to the next generation. It isn't required that the next generation be blood-related to the original oathbound - these pledges are often passed to heirs acknowledged before the ruler of a freehold. These pledges also require the expenditure of a dot of Willpower. The oath lasts for a number of generations equal to the Wyrd of the oathtaker that spent the willpower dot originally.
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* These pledge components always add to the base cost of invoking the pledge.
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Tip: Match the task/duration and sanction/boon costs for easy addition.
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