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		<updated>2026-05-02T02:21:11Z</updated>
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	<entry>
		<id>http://nwod.org/wiki/index.php/Altar</id>
		<title>Altar</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Altar"/>
				<updated>2016-04-08T04:25:32Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=1&lt;br /&gt;
|Level2=2&lt;br /&gt;
|Type=Sanctuary&lt;br /&gt;
|Restriction=Vampire&lt;br /&gt;
|Prerequisite=Circle of the Crone&lt;br /&gt;
|Source=Circle of the Crone Sourcebook&lt;br /&gt;
|Pages=p. 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Having an altar present in one’s haven and&lt;br /&gt;
possessing the Altar Merit are not necessarily&lt;br /&gt;
the same thing. An Acolyte can have an altar&lt;br /&gt;
with various reagents, personal effects and idols,&lt;br /&gt;
but that altar does not grant her any kind of&lt;br /&gt;
mechanical bonuses. It is a vehicle for her faith, to&lt;br /&gt;
be sure, and the vampire surely believes that the&lt;br /&gt;
altar is necessary to fuel her belief and her powers.&lt;br /&gt;
The altar offers no bonuses to rolls, however.&lt;br /&gt;
&lt;br /&gt;
An Acolyte can possess an altar that helps her&lt;br /&gt;
perform Crúac rituals specifically. This altar likely&lt;br /&gt;
contains instruments that allow her to spill her&lt;br /&gt;
blood, as well as a place to spill the blood and even&lt;br /&gt;
dispose of it — a bronze sink or well may grant&lt;br /&gt;
her a place to empty her Vitae, as could a series of&lt;br /&gt;
ritual cruets to contain the spilled blood.&lt;br /&gt;
&lt;br /&gt;
The points taken in this Merit grant the vampire&lt;br /&gt;
one or two bonus dice to all Crúac activation&lt;br /&gt;
rolls made using the altar. The number of bonus&lt;br /&gt;
dice is equal to the Merit’s rating (• or ••). Note&lt;br /&gt;
that some Crúac rituals (such as Cheval, p. 143 of&lt;br /&gt;
Vampire: The Requiem) require the target of&lt;br /&gt;
the sorcery to be in sight. If the target cannot be&lt;br /&gt;
dragged before the altar, the Merit points do not&lt;br /&gt;
grant any bonus at all. A ritual such as The Hydra’s&lt;br /&gt;
Vitae (see p. 143, Vampire: The Requiem), on the&lt;br /&gt;
other hand, is ideal for casting at an altar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Altar</id>
		<title>Altar</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Altar"/>
				<updated>2016-04-08T04:24:39Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=1&lt;br /&gt;
|Level2=2&lt;br /&gt;
|Type=Sanctuary&lt;br /&gt;
|Restriction=Vampire&lt;br /&gt;
|Prerequisite=Circle of the Crone&lt;br /&gt;
|Source=Circle of the Crone Sourcebook&lt;br /&gt;
|Pages=p. 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
NEW MERIT: ALTAR (• OR ••)&lt;br /&gt;
Having an altar present in one’s haven and&lt;br /&gt;
possessing the Altar Merit are not necessarily&lt;br /&gt;
the same thing. An Acolyte can have an altar&lt;br /&gt;
with various reagents, personal effects and idols,&lt;br /&gt;
but that altar does not grant her any kind of&lt;br /&gt;
mechanical bonuses. It is a vehicle for her faith, to&lt;br /&gt;
be sure, and the vampire surely believes that the&lt;br /&gt;
altar is necessary to fuel her belief and her powers.&lt;br /&gt;
The altar offers no bonuses to rolls, however.&lt;br /&gt;
&lt;br /&gt;
An Acolyte can possess an altar that helps her&lt;br /&gt;
perform Crúac rituals specifically. This altar likely&lt;br /&gt;
contains instruments that allow her to spill her&lt;br /&gt;
blood, as well as a place to spill the blood and even&lt;br /&gt;
dispose of it — a bronze sink or well may grant&lt;br /&gt;
her a place to empty her Vitae, as could a series of&lt;br /&gt;
ritual cruets to contain the spilled blood.&lt;br /&gt;
&lt;br /&gt;
The points taken in this Merit grant the vampire&lt;br /&gt;
one or two bonus dice to all Crúac activation&lt;br /&gt;
rolls made using the altar. The number of bonus&lt;br /&gt;
dice is equal to the Merit’s rating (• or ••). Note&lt;br /&gt;
that some Crúac rituals (such as Cheval, p. 143 of&lt;br /&gt;
Vampire: The Requiem) require the target of&lt;br /&gt;
the sorcery to be in sight. If the target cannot be&lt;br /&gt;
dragged before the altar, the Merit points do not&lt;br /&gt;
grant any bonus at all. A ritual such as The Hydra’s&lt;br /&gt;
Vitae (see p. 143, Vampire: The Requiem), on the&lt;br /&gt;
other hand, is ideal for casting at an altar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Einstein</id>
		<title>Einstein</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Einstein"/>
				<updated>2015-10-14T15:39:43Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/11/14&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Einstein&lt;br /&gt;
|Consilium Status=1&lt;br /&gt;
|Player Name=Cabochard&lt;br /&gt;
|Order=Free Council&lt;br /&gt;
|Order Status=1&lt;br /&gt;
|Presence=3&lt;br /&gt;
|Presence Description=Passionate&lt;br /&gt;
|Cabal=Temoins du Sud&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Path Status=1&lt;br /&gt;
|Path Position=None&lt;br /&gt;
|Appearance=Average-sized, with long, unkempt brown hair and bright eyes. Always seems to be smiling or grinning.&lt;br /&gt;
|Legacy=Blank Badges&lt;br /&gt;
|Titles=Former [[Former Position::Councilor]] of the [[Obrimos]]&lt;br /&gt;
|Avatar=Tina Fey&lt;br /&gt;
|Scene1=Dark Wings&lt;br /&gt;
|Scene2=Ivory Tower&lt;br /&gt;
|Scene3=Blue Octavo&lt;br /&gt;
|Scene4=Aligning Interests&lt;br /&gt;
|Acknowledges=Truce, Striker&lt;br /&gt;
|Recognizes=Crowley, Aquinas, Ermac&lt;br /&gt;
|Values=Star&lt;br /&gt;
}}&lt;br /&gt;
{{Has Merit|Status|2|Sphere=Academia}}&lt;br /&gt;
&lt;br /&gt;
{{Has Merit|Allies|1|Sphere=Academia}}&lt;br /&gt;
&lt;br /&gt;
{{Initiate of|Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Initiate of|Mind}}&lt;br /&gt;
&lt;br /&gt;
{{Apprentice of|Forces}}&lt;br /&gt;
&lt;br /&gt;
{{Disciple of|Prime}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice White was born in Chicago, to a scientific mother and a blue-collar father. Through her childhood, her mother imprinted in her a sense of wonder about the workings of the universe. The sense of wonder soon evolved into an obsession that stayed with her all through high school and carried her into a small local college.&lt;br /&gt;
&lt;br /&gt;
She managed to make it through several years, maintaining average-to-good grades, and going for a full PhD in her favorite subject: Physics, which she considered the true laws of the universe. During her last year of college, while writing her thesis paper in her room, she went to sleep stressed and confused. On one of those nights, the Supernal sang to her, calling her soul to the Aether, where she wandered, guided by the pull of a bright light in the distance, through fields of power made manifest, until she reached the Watchtower and signed her name upon its side.&lt;br /&gt;
&lt;br /&gt;
At first, after she awoke from her Awakening, she wrote it off as a stress dream long enough to complete her thesis and obtain a teaching license. However, her new power would not be denied, and it manifested itself enough times for the mages on the lookout to spot it. An elder of the Mysterium, looking for a new apprentice, took her under his wing and inducted her into the first level of the mysteries. He sealed her apprenticeship by binding her to a spirit that had been lurking in the Shadow of his library, giving her an eternal companion and close friend.&lt;br /&gt;
&lt;br /&gt;
Once she was liberated from her tutelage, the newly renamed 'Liber' delved into her own studies, melding a knowledge of Sleeper mathematics and concepts of the universe with new knowledge of the workings of magic. However, as her studies led her to theories against the very core of Mysterium beliefs, she was interrupted often, and her studies were mocked and ignored by her equals and betters. Eventually, she could take it no more, and she left the Mysterium to join an organization she believed would accept and appreciate her studies; she joined the Free Council.&lt;br /&gt;
&lt;br /&gt;
Renaming herself 'Einstein' and moving to find a new job and a group of people who wouldn't know of her past allegiances, she has come to Sacramento to continue her studies and experiments. &lt;br /&gt;
&lt;br /&gt;
[[File:parliament.jpg|thumb|alt=Parliament|Parliament]]&lt;br /&gt;
&lt;br /&gt;
'''Parliament:'''&lt;br /&gt;
&lt;br /&gt;
Parliament is Einstein's longtime friend and companion, an owl-spirit Familiar that was bound to her soon after her initiation into the world of magic. He often provides a source of wisdom and knowledge, as well as a reminder to eat, sleep, or even drink. He appears as a large owl, made of various shifting fractals of light.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Bibliography}}{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Einstein</id>
		<title>Einstein</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Einstein"/>
				<updated>2015-09-11T23:16:48Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/11/14&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Einstein&lt;br /&gt;
|Consilium Status=1&lt;br /&gt;
|Player Name=Cabochard&lt;br /&gt;
|Order=Free Council&lt;br /&gt;
|Order Status=1&lt;br /&gt;
|Presence=3&lt;br /&gt;
|Presence Description=Passionate&lt;br /&gt;
|Cabal=Temoins du Sud&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Path Status=1&lt;br /&gt;
|Path Position=None&lt;br /&gt;
|Appearance=Average-sized, with long, unkempt brown hair and bright eyes. Always seems to be smiling or grinning.&lt;br /&gt;
|Legacy=Blank Badges&lt;br /&gt;
|Titles=Former [[Former Position::Councilor]] of the [[Obrimos]]&lt;br /&gt;
|Avatar=Tina Fey&lt;br /&gt;
|Scene1=Dark Wings&lt;br /&gt;
|Scene2=Ivory Tower&lt;br /&gt;
|Scene3=Blue Octavo&lt;br /&gt;
|Scene4=Check Mate&lt;br /&gt;
|Scene5=Coffee Meeting&lt;br /&gt;
|Acknowledges=Truce, Striker&lt;br /&gt;
|Recognizes=Crowley, Aquinas, Ermac&lt;br /&gt;
|Values=Star&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Has Merit|Status|2|Sphere=Academia}}&lt;br /&gt;
&lt;br /&gt;
{{Has Merit|Allies|1|Sphere=Academia}}&lt;br /&gt;
&lt;br /&gt;
{{Initiate of|Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Initiate of|Mind}}&lt;br /&gt;
&lt;br /&gt;
{{Apprentice of|Forces}}&lt;br /&gt;
&lt;br /&gt;
{{Disciple of|Prime}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice White was born in Chicago, to a scientific mother and a blue-collar father. Through her childhood, her mother imprinted in her a sense of wonder about the workings of the universe. The sense of wonder soon evolved into an obsession that stayed with her all through high school and carried her into a small local college.&lt;br /&gt;
&lt;br /&gt;
She managed to make it through several years, maintaining average-to-good grades, and going for a full PhD in her favorite subject: Physics, which she considered the true laws of the universe. During her last year of college, while writing her thesis paper in her room, she went to sleep stressed and confused. On one of those nights, the Supernal sang to her, calling her soul to the Aether, where she wandered, guided by the pull of a bright light in the distance, through fields of power made manifest, until she reached the Watchtower and signed her name upon its side.&lt;br /&gt;
&lt;br /&gt;
At first, after she awoke from her Awakening, she wrote it off as a stress dream long enough to complete her thesis and obtain a teaching license. However, her new power would not be denied, and it manifested itself enough times for the mages on the lookout to spot it. An elder of the Mysterium, looking for a new apprentice, took her under his wing and inducted her into the first level of the mysteries. He sealed her apprenticeship by binding her to a spirit that had been lurking in the Shadow of his library, giving her an eternal companion and close friend.&lt;br /&gt;
&lt;br /&gt;
Once she was liberated from her tutelage, the newly renamed 'Liber' delved into her own studies, melding a knowledge of Sleeper mathematics and concepts of the universe with new knowledge of the workings of magic. However, as her studies led her to theories against the very core of Mysterium beliefs, she was interrupted often, and her studies were mocked and ignored by her equals and betters. Eventually, she could take it no more, and she left the Mysterium to join an organization she believed would accept and appreciate her studies; she joined the Free Council.&lt;br /&gt;
&lt;br /&gt;
Renaming herself 'Einstein' and moving to find a new job and a group of people who wouldn't know of her past allegiances, she has come to Sacramento to continue her studies and experiments. &lt;br /&gt;
&lt;br /&gt;
[[File:parliament.jpg|thumb|alt=Parliament|Parliament]]&lt;br /&gt;
&lt;br /&gt;
'''Parliament:'''&lt;br /&gt;
&lt;br /&gt;
Parliament is Einstein's longtime friend and companion, an owl-spirit Familiar that was bound to her soon after her initiation into the world of magic. He often provides a source of wisdom and knowledge, as well as a reminder to eat, sleep, or even drink. He appears as a large owl, made of various shifting fractals of light.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Bibliography}}{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Einstein</id>
		<title>Einstein</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Einstein"/>
				<updated>2015-09-09T02:23:56Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/11/14&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Einstein&lt;br /&gt;
|Consilium Status=1&lt;br /&gt;
|Player Name=Cabochard&lt;br /&gt;
|Order=Free Council&lt;br /&gt;
|Order Status=1&lt;br /&gt;
|Presence=3&lt;br /&gt;
|Presence Description=Passionate&lt;br /&gt;
|Cabal=Temoins du Sud&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Path Status=1&lt;br /&gt;
|Path Position=None&lt;br /&gt;
|Appearance=Average-sized, with long, unkempt brown hair and bright eyes. Always seems to be smiling or grinning.&lt;br /&gt;
|Legacy=Blank Badges&lt;br /&gt;
|Titles=Former [[Former Position::Councilor]] of the [[Obrimos]]&lt;br /&gt;
|Avatar=Tina Fey&lt;br /&gt;
|Scene1=Dark Wings&lt;br /&gt;
|Scene2=Ivory Tower&lt;br /&gt;
|Scene3=Blue Octavo&lt;br /&gt;
|Scene4=Check Mate&lt;br /&gt;
|Scene5=Coffee Meeting&lt;br /&gt;
|Acknowledges=Truce, Striker&lt;br /&gt;
|Recognizes=Crowley, Aquinas, Ermac&lt;br /&gt;
|Values=Star&lt;br /&gt;
}}&lt;br /&gt;
{{Has Merit|Status|2|Sphere=Academia}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Has Merit|Contacts|1|Sphere=Academia}}&lt;br /&gt;
&lt;br /&gt;
{{Has Merit|Allies|1|Sphere=Academia}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Initiate of|Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Apprentice of|Forces}}&lt;br /&gt;
&lt;br /&gt;
{{Disciple of|Prime}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice White was born in Chicago, to a scientific mother and a blue-collar father. Through her childhood, her mother imprinted in her a sense of wonder about the workings of the universe. The sense of wonder soon evolved into an obsession that stayed with her all through high school and carried her into a small local college.&lt;br /&gt;
&lt;br /&gt;
She managed to make it through several years, maintaining average-to-good grades, and going for a full PhD in her favorite subject: Physics, which she considered the true laws of the universe. During her last year of college, while writing her thesis paper in her room, she went to sleep stressed and confused. On one of those nights, the Supernal sang to her, calling her soul to the Aether, where she wandered, guided by the pull of a bright light in the distance, through fields of power made manifest, until she reached the Watchtower and signed her name upon its side.&lt;br /&gt;
&lt;br /&gt;
At first, after she awoke from her Awakening, she wrote it off as a stress dream long enough to complete her thesis and obtain a teaching license. However, her new power would not be denied, and it manifested itself enough times for the mages on the lookout to spot it. An elder of the Mysterium, looking for a new apprentice, took her under his wing and inducted her into the first level of the mysteries. He sealed her apprenticeship by binding her to a spirit that had been lurking in the Shadow of his library, giving her an eternal companion and close friend.&lt;br /&gt;
&lt;br /&gt;
Once she was liberated from her tutelage, the newly renamed 'Liber' delved into her own studies, melding a knowledge of Sleeper mathematics and concepts of the universe with new knowledge of the workings of magic. However, as her studies led her to theories against the very core of Mysterium beliefs, she was interrupted often, and her studies were mocked and ignored by her equals and betters. Eventually, she could take it no more, and she left the Mysterium to join an organization she believed would accept and appreciate her studies; she joined the Free Council.&lt;br /&gt;
&lt;br /&gt;
Renaming herself 'Einstein' and moving to find a new job and a group of people who wouldn't know of her past allegiances, she has come to Sacramento to continue her studies and experiments. &lt;br /&gt;
&lt;br /&gt;
[[File:parliament.jpg|thumb|alt=Parliament|Parliament]]&lt;br /&gt;
&lt;br /&gt;
'''Parliament:'''&lt;br /&gt;
&lt;br /&gt;
Parliament is Einstein's longtime friend and companion, an owl-spirit Familiar that was bound to her soon after her initiation into the world of magic. He often provides a source of wisdom and knowledge, as well as a reminder to eat, sleep, or even drink. He appears as a large owl, made of various shifting fractals of light.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Bibliography}}{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Einstein</id>
		<title>Einstein</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Einstein"/>
				<updated>2015-09-04T01:06:19Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/11/14&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Einstein&lt;br /&gt;
|Consilium Status=1&lt;br /&gt;
|Player Name=Cabochard&lt;br /&gt;
|Order=Free Council&lt;br /&gt;
|Order Status=1&lt;br /&gt;
|Presence=3&lt;br /&gt;
|Presence Description=Passionate&lt;br /&gt;
|Cabal=Temoins du Sud&lt;br /&gt;
|Cabal Titles=Lorekeeper&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Path Status=1&lt;br /&gt;
|Path Position=None&lt;br /&gt;
|Appearance=Average-sized, with long, unkempt brown hair and bright eyes. Always seems to be smiling or grinning.&lt;br /&gt;
|Legacy=Blank Badges&lt;br /&gt;
|Titles=Former [[Former Position::Councilor]] of the [[Obrimos]]&lt;br /&gt;
|Avatar=Tina Fey&lt;br /&gt;
|Scene1=Dark Wings&lt;br /&gt;
|Scene2=Ivory Tower&lt;br /&gt;
|Scene3=Blue Octavo&lt;br /&gt;
|Scene4=Check Mate&lt;br /&gt;
|Scene5=Coffee Meeting&lt;br /&gt;
|Acknowledges=Truce, Striker&lt;br /&gt;
|Recognizes=Crowley, Aquinas, Ermac&lt;br /&gt;
|Values=Star&lt;br /&gt;
}}&lt;br /&gt;
{{Has Merit|Status|2|Sphere=Academia}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Has Merit|Contacts|1|Sphere=Academia}}&lt;br /&gt;
&lt;br /&gt;
{{Has Merit|Allies|1|Sphere=Academia}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Initiate of|Spirit}}&lt;br /&gt;
&lt;br /&gt;
{{Apprentice of|Forces}}&lt;br /&gt;
&lt;br /&gt;
{{Disciple of|Prime}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Alice White was born in Chicago, to a scientific mother and a blue-collar father. Through her childhood, her mother imprinted in her a sense of wonder about the workings of the universe. The sense of wonder soon evolved into an obsession that stayed with her all through high school and carried her into a small local college.&lt;br /&gt;
&lt;br /&gt;
She managed to make it through several years, maintaining average-to-good grades, and going for a full PhD in her favorite subject: Physics, which she considered the true laws of the universe. During her last year of college, while writing her thesis paper in her room, she went to sleep stressed and confused. On one of those nights, the Supernal sang to her, calling her soul to the Aether, where she wandered, guided by the pull of a bright light in the distance, through fields of power made manifest, until she reached the Watchtower and signed her name upon its side.&lt;br /&gt;
&lt;br /&gt;
At first, after she awoke from her Awakening, she wrote it off as a stress dream long enough to complete her thesis and obtain a teaching license. However, her new power would not be denied, and it manifested itself enough times for the mages on the lookout to spot it. An elder of the Mysterium, looking for a new apprentice, took her under his wing and inducted her into the first level of the mysteries. He sealed her apprenticeship by binding her to a spirit that had been lurking in the Shadow of his library, giving her an eternal companion and close friend.&lt;br /&gt;
&lt;br /&gt;
Once she was liberated from her tutelage, the newly renamed 'Liber' delved into her own studies, melding a knowledge of Sleeper mathematics and concepts of the universe with new knowledge of the workings of magic. However, as her studies led her to theories against the very core of Mysterium beliefs, she was interrupted often, and her studies were mocked and ignored by her equals and betters. Eventually, she could take it no more, and she left the Mysterium to join an organization she believed would accept and appreciate her studies; she joined the Free Council.&lt;br /&gt;
&lt;br /&gt;
Renaming herself 'Einstein' and moving to find a new job and a group of people who wouldn't know of her past allegiances, she has come to Sacramento to continue her studies and experiments. &lt;br /&gt;
&lt;br /&gt;
[[File:parliament.jpg|thumb|alt=Parliament|Parliament]]&lt;br /&gt;
&lt;br /&gt;
'''Parliament:'''&lt;br /&gt;
&lt;br /&gt;
Parliament is Einstein's longtime friend and companion, an owl-spirit Familiar that was bound to her soon after her initiation into the world of magic. He often provides a source of wisdom and knowledge, as well as a reminder to eat, sleep, or even drink. He appears as a large owl, made of various shifting fractals of light.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Bibliography}}{{Mage Character}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Blank_Badges</id>
		<title>Blank Badges</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Blank_Badges"/>
				<updated>2015-06-26T14:46:48Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Nickname=Blanks, The Invisible Company, Nameless, Rebels&lt;br /&gt;
|Name=Blank Badges&lt;br /&gt;
|Ruling=&lt;br /&gt;
|Path=Acanthus&lt;br /&gt;
|Order=Free Council&lt;br /&gt;
|Source=Free Council Sourcebook&lt;br /&gt;
|Pages=94&lt;br /&gt;
}}{{quote| Nothing is true, everything is permitted, and the Revolution is now. Wake up! |#337799}}&lt;br /&gt;
The Free Council is widely thought of as “revolutionary,” despite being an established order for generations (“recent history” having a somewhat different connotation for mages whose history extends back to the days of Atlantis). Many Free Councilors are dedicated to revolutionary ideals, but few as much as the Blank Badges, who craft their very souls toward the overthrow of the Lie and all who support it, who give up their own identities in a quest for a greater identity, and a greater destiny, for all.&lt;br /&gt;
{{TOC box}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Legacy is descended from one of the first cabals of the Free Council, formed during the Nameless War. These outcast mages took their Nameless status as a badge of honor, wearing white or blank badges as a sign of their allegiances, or some other white token, from a flower to a handkerchief. They said the white was for purity, but it also represented limitless potential, a clearing away of all the detritus of centuries of mystical tradition that bound the so-called Atlantean orders in chains of expectations and limitations. To be a mage, according to the Blank Badges, was to cast off such things and to embrace limitless potential and possibilities.&lt;br /&gt;
&lt;br /&gt;
The cabal survived the Nameless War and the formation and recognition of the Free Council, eventually becoming a true Legacy that forged and reshaped the souls of young mystics initiated into its ways. Not all survived, because the Blank Badges explored the edges of mystical knowl- edge, fighting to push back the boundaries, while at the same time defying the power of the Seers of the Throne and their Exarch masters. Better to burn out than the fade away was their motto long before it came into vogue amongst the Sleepers.&lt;br /&gt;
&lt;br /&gt;
For decades, the Badges have been on the forefront of the war against the agents of the Lie, but theirs is a secret war, much as the Nameless War between the Atlantean orders that created their Legacy. Blank Badges have been a part of rebellions around the world, seeking to cast off the established order to create something new. They have also fought in the shadows, unseen and unsung by any save the most perceptive of the Guardians and wisest of the Mysterium. The Badges have had to, since the enemy their fight against is conformity, expectation, the Lie of mundane existence.&lt;br /&gt;
&lt;br /&gt;
In recent years, the Blank Badges have undergone an internal revolution as well. An increasing number of initiates of the Legacy have realized the Free Council is becoming (has become, according to some) as much as part of the occult “establishment” as any of the other Atlantean orders. The fifth point of the so-called Pentacle has gone from hot and fluid as an eruption to cooling and hardeninginto unyielding stone. As so many revolutionaries before them, Free Councilors are becoming the New Order, and the Blank Badges don’t like the sound of that at all. Therefore, the Legacy has gone from the core of the movement to the periphery of it, pushed out by their own nature, where they continue to follow the Legacy of their souls: revolution, evolution and defiance of expectations.&lt;br /&gt;
&lt;br /&gt;
Their revolutionary nature keeps the Blank Badges on the forefront of the struggle against the Exarchs and their servants, the Seers of the Throne. While the Seers have largely lumped the Free Council in with the Atlantean orders since the Nameless refused to ally with the Seers more than a century ago, they remain keenly aware of the Invisible Company due to their penchant for provoking Paradox and stirring up trouble, to say nothing of their habit of killing Seers when they have the opportunity.&lt;br /&gt;
&lt;br /&gt;
Some Pentacle mages try to keep the Blanks from drawing too much attention to the mystical community, because it only leads to Seer offensives and crackdowns, but others see the activities of the Legacy as a useful smokescreen. While the Seers deal with magical bomb-tossing anarchists, they have less attention to devote to harassing other members of the occult community. The Blanks, of course, see order mages who try to stay their hand as Exarch apologists and collaborators, traitors to the cause.&lt;br /&gt;
&lt;br /&gt;
The Blanks therefore exist on the outer edges of Awak- ened society, acknowledged as members of the Free Council and afforded the protection of Awakened tradition and protocol, even if they don’t respect it themselves. They work with other mages when circumstances require it, but the Blanks don’t trust anyone, often not even members of their own Legacy, because they know the Lie extends its influence everywhere, and is not so easily thrown off as other willworkers might like to believe.&lt;br /&gt;
&lt;br /&gt;
==Attainments==&lt;br /&gt;
===Not a Number===&lt;br /&gt;
'''Prerequisites:''' Gnosis 3, Occultation 1&lt;br /&gt;
&lt;br /&gt;
While most live lives of quiet desperation,&lt;br /&gt;
Blank Badges draw strength from their&lt;br /&gt;
anonymity. Not officially existing, they&lt;br /&gt;
dare all. They are mysterious strangers&lt;br /&gt;
who command respect.&lt;br /&gt;
&lt;br /&gt;
A Rebel at this level of Attainment&lt;br /&gt;
treats [[Occultation]] dots as&lt;br /&gt;
[[Status]] when entering a mundane&lt;br /&gt;
social situation, regardless of what&lt;br /&gt;
it is. So they’re just as likely to&lt;br /&gt;
get a respectful response in a&lt;br /&gt;
boardroom, hospital, police station&lt;br /&gt;
or politician’s office, so long&lt;br /&gt;
as they take any effort at all to&lt;br /&gt;
fit in there. Even the flimsiest&lt;br /&gt;
explanation seems to carry&lt;br /&gt;
great weight, and people avoid&lt;br /&gt;
questioning who the Blank&lt;br /&gt;
Badge is, fearing to appear&lt;br /&gt;
ignorant. The Blank Badge&lt;br /&gt;
gets all the benefits of Status, and then people forget just&lt;br /&gt;
as quickly, leaving little or not trace.&lt;br /&gt;
&lt;br /&gt;
'''Optional Arcanum: [[Mind]] 2'''&lt;br /&gt;
Blank Badges skilled in the Arcane lore of the Mind are&lt;br /&gt;
able to better avoid the pitfalls and subtle traps of Mind&lt;br /&gt;
magic. They subtract one die per dot of Occultation from&lt;br /&gt;
spells or supernatural powers that attempt to mentally&lt;br /&gt;
control, detect or influence them, as the “Mental Shield”&lt;br /&gt;
spell, except it operates at all times and is based on Occultation&lt;br /&gt;
rating.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Quiet One===&lt;br /&gt;
'''Prerequisites:''' Gnosis 5, Occultation 2&lt;br /&gt;
&lt;br /&gt;
When the Blank Badge invokes Paradox, the player may&lt;br /&gt;
roll the character’s Occultation: each success subtracts one&lt;br /&gt;
success from the Paradox roll for determining the severity of&lt;br /&gt;
the Paradox only, with a minimum of one Paradox success.&lt;br /&gt;
&lt;br /&gt;
The total Paradox successes are still used for any other purpose.&lt;br /&gt;
So, for example, a result of two Occultation successes&lt;br /&gt;
against four Paradox successes lessens the severity of the&lt;br /&gt;
Paradox from a Branding to Bedlam. It’s still considered&lt;br /&gt;
four Paradox successes for all other purposes.&lt;br /&gt;
&lt;br /&gt;
Blank Badges are far more given to Havoc and (particularly)&lt;br /&gt;
Bedlam than the other outcomes of Paradox. Other&lt;br /&gt;
mages say this Attainment is one reason why members of&lt;br /&gt;
the Legacy are so often “eccentric” (to say the least).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nothing is True, Anything is Permitted===&lt;br /&gt;
'''Prerequisites:''' Gnosis 7, Occultation 3, Persuasion 1&lt;br /&gt;
&lt;br /&gt;
Some younger Badges call this Attainment “mind-freaking.”&lt;br /&gt;
It’s the dangerous and difficult practice of at least&lt;br /&gt;
partially Awakening Sleepers, convincing them something&lt;br /&gt;
fantastic is not only possible, but real, and giving them a&lt;br /&gt;
moment of clarity free from the Sleeping Curse. It breaks&lt;br /&gt;
expectations and can (rarely) even lead to true Awakenings,&lt;br /&gt;
but most often the effects are temporary.&lt;br /&gt;
&lt;br /&gt;
A Bank Badge at this level of Attainment can take&lt;br /&gt;
an instant action before casting a vulgar spell to make a&lt;br /&gt;
Manipulation + Persuasion + Occultation roll. The player&lt;br /&gt;
must roleplay some suitable explanation to any Sleeper&lt;br /&gt;
onlookers, ranging from telling them it’s a magic show to&lt;br /&gt;
actually giving them the truth: that they are witnessing a&lt;br /&gt;
real act of magic. Each success subtracts one die from the&lt;br /&gt;
mage’s Paradox dice pool. An exceptional success allows&lt;br /&gt;
the mage to treat all onlookers as Sleepwalkers: a single&lt;br /&gt;
act of vulgar magic performed in their presence does not&lt;br /&gt;
provoke the Sleeping Curse or invoke a Paradox.&lt;br /&gt;
&lt;br /&gt;
In addition, an exceptional success with this Attainment&lt;br /&gt;
may cause a Sleeper who experiences an act of true&lt;br /&gt;
magic to become a Sleepwalker permanently or even lead&lt;br /&gt;
to a spontaneous Awakening as a mage. This cannot be&lt;br /&gt;
predicted, however, and is entirely at the Storyteller’s&lt;br /&gt;
discretion, as best suits the story. It’s also quite rare, so&lt;br /&gt;
Storytellers should be sparing with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current==&lt;br /&gt;
{{#ask: [[Concept:Active Mages]] [[Legacy::Blank Badges]] | link=none | format=template | template=Askpc/Format | }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Acanthus}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Rina_Yui</id>
		<title>Rina Yui</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Rina_Yui"/>
				<updated>2015-06-15T17:38:28Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/06/02&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Rina Yui&lt;br /&gt;
|Clan=Mekhet&lt;br /&gt;
|Clan Status=1&lt;br /&gt;
|Clan Title=Whip&lt;br /&gt;
|Player Name=Cabochard&lt;br /&gt;
|City Status=3&lt;br /&gt;
|Domain Position=Deputy&lt;br /&gt;
|Blood Potency=2&lt;br /&gt;
|Avatar=Kyoko Fukada&lt;br /&gt;
|Covenant=Invictus&lt;br /&gt;
|Covenant Status=1&lt;br /&gt;
|Invictus Title=Madam&lt;br /&gt;
|Presence=1&lt;br /&gt;
|Presence Description=Fades into the background&lt;br /&gt;
|Appearance=Short, with black hair and dark eyes. Usually wears form-fitting clothes that don't swing.&lt;br /&gt;
|Titles=Shadow of the Order of the Black Book&lt;br /&gt;
|Bloodline=Khaibit&lt;br /&gt;
|Scene1=Skeleton Keys&lt;br /&gt;
|Hunting=Citrus Heights, Communal Grounds&lt;br /&gt;
|Tenancy=None&lt;br /&gt;
|Favor=None&lt;br /&gt;
|Vampire Game=Main&lt;br /&gt;
|Hunting1=Communal Grounds&lt;br /&gt;
|Hunting2=Citrus Heights&lt;br /&gt;
}}&lt;br /&gt;
{{TOC left}}{{Quote|Watch your tongue, idiot, or you will not have it much longer.|#A52A2A}}&lt;br /&gt;
- Addressing [[Spencer Marick]], [http://nwod.org/forum/showthread.php?32165-A-night-time-stroll&amp;amp;p=395204&amp;amp;viewfull=1#post395204 A Night Time Stroll]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rina was born into the Yui family, a small servant family of a somewhat powerful lord, in 1899. Her family enjoyed a moderately enjoyable life, with their master feeding, clothing, and housing them well, or at least as well as they could expect for their station. As they were one of his oldest servant families, with Rina and her siblings being the 5th generation to serve him, they received most of the leadership positions among the servants. Rina found she enjoyed the position of servant, and was rather good at it, and ended up being given the prestigious position of personal assistant to his eldest daughter. &lt;br /&gt;
&lt;br /&gt;
The family itself had attracted the attention of one particular Khaibit vampire, who had been watching them for 3 generations, quietly waiting for one of them to show true potential for the calling of his kind. He found Rina to be the first to meet his standards, as she was the only to show actual pride in her position, and not just parts of her work. The vampire had long since forgotten to care about gender or social standing, and, upon receiving permission, simply Embraced Rina and brought her into the fold of the Khaibit. &lt;br /&gt;
&lt;br /&gt;
Rina was at first resistant to the idea of abandoning her family, friends, and job, undeath or no undeath. So, her new sire simply destroyed everything she had been attached to, pulling several strings in the government to have her old master exiled, her family executed, and her place of residence destroyed. His childe did not react as he had expected, as she did not immediately abandon everything that no longer existed, but railed against him and attempted to escape several times. &lt;br /&gt;
&lt;br /&gt;
Seeing this and being unwilling to attempt to change her mind more, her sire used it as training, putting her in increasingly complicated prisons and forcing her to attempt to escape by any means necessary. As she received this training, she improved, learning Disciplines mostly by herself, and practicing the inborn physical Disciplines especially. This training continued, improving her and teaching her important skills, lasting 20 years, until she actually managed to escape, evading his skills and finding refuge as far from him as possible, with the Invictus.&lt;br /&gt;
&lt;br /&gt;
Though she appreciated the way in which the Invictus was organized, and liked their mentality, as it had already been drummed into her during her mortal life, Rina had a hard time adapting her new skills and the role drummed into her by her parents and her sire. Stealth, subterfuge, and other skills important to spies and assassins, which she had learned in her apprenticeship, were prized in servants of members of the Invictus, not members themselves. Eventually, however, after several months of flailing about, trying to find a place within the covenant, she was approached by a man calling himself a Shadow. He offered her a place in the Knightly Order of the Black Book. He knew that her skills would be highly prized within the Order, and she would find membership to fit what she was looking for.&lt;br /&gt;
&lt;br /&gt;
She followed him far into northern Canada to the home of the Order, the Fallen Cathedral, where she would spend the next 15 years being tested and indoctrinated into the Order's beliefs and mindset. At the end of her training, she was given her own black book in the Order's ceremony of entrance, fully inducted, and given the title of Shadow of the Order. She was then sent with an outbound team of newly-inducted Shadows to the chapter house in Chicago, from which she has moved several times, having resided at most of the major cities in the United States at one time or another. Her latest assignment has been to Sacramento, with a group of others meant to establish an Order presence there, and possibly create a new chapter house. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot; color=&amp;quot;#914c41&amp;quot; face=&amp;quot;book antiqua&amp;quot;&amp;gt;Posts&amp;lt;/font&amp;gt; &lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; width=100%&lt;br /&gt;
|-&lt;br /&gt;
!''In Order of Posting Date''  &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&amp;quot; column-count:3; -moz-column-count:3; -webkit-column-count:3;&amp;quot;&amp;gt;&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?27988-Ack-Rina-Yui&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?28041-1405-Lady-Sage-and-Madame-Yui&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?27693-1405-Eternal-Court-XXIX&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?28089-1406-Shadow-Meeting&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?28685-Picking-Flowers&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29357-Dinner-for-the-Unconquered&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29171-1408-Court-XXXI-Super-Heroes-amp-Villains&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29463-1408-Yui-and-Cordoba&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29510-A-Day-in-the-Life&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29309-Invisible-Hands-Encounter-Rent-Veils&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29574-Invictus-1409]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29617-1408-David-amp-Rina&amp;amp;p=361749#post361749]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29675-Rina-Calling-David]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29705-Invisible-Hands-Research-Intrigue-and-Coffee]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29735-Feeding-Stalker]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29736-Juan-calling-Rina]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29744-Shakespeare-%28K%29night-Juan-and-Rina&amp;amp;p=363950#post363950]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Interaction==&lt;br /&gt;
{{Show Status&lt;br /&gt;
|Acknowledges=David Regan&lt;br /&gt;
|Recognizes=&lt;br /&gt;
|Values= &lt;br /&gt;
|Respects=&lt;br /&gt;
|Admires=Asa Clarke&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Out of Character Trivia== &lt;br /&gt;
*Rina avidly watches soap operas. She is one of the few people to have seen every episode of [http://en.wikipedia.org/wiki/Days_of_Our_Lives Days of Our Lives]. Yes, all 12,537.&lt;br /&gt;
*She also enjoys romance novels. She used to own a signed first edition of [http://en.wikipedia.org/wiki/The_Flame_and_the_Flower The Flame and The Flower], until it was stabbed and thrown into a pool.&lt;br /&gt;
*[http://nwod.org/wiki/index.php/User:ErlangShen ErlangShen] - Rina has Quietus.&lt;br /&gt;
*Rina doesn't like you.&lt;br /&gt;
*Yes, you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Bibliography}}{{Vampire Character}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Perfect_Timing</id>
		<title>Perfect Timing</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Perfect_Timing"/>
				<updated>2015-06-09T04:27:11Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Perfect Timing&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.258&lt;br /&gt;
|Time   = 1&lt;br /&gt;
|AA = Strike True&lt;br /&gt;
}}&lt;br /&gt;
This spell allows a mage to accurately assess all of the temporal components occurring in her immediate presence, giving her an opportunity to act at exactly the proper time to have the maximum effect. If she wants to throw a punch, she knows how and where to strike with the greatest possible (mundane) precision and force. Or if she wants to convince someone of something, she knows the most opportune instant in which to speak.&lt;br /&gt;
* Practice: [[Spell Practice::Knowing]]&lt;br /&gt;
* [[Action]]: Reflexive&lt;br /&gt;
* [[Duration]]: Special&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost: 1 [[Cost::Mana]]&lt;br /&gt;
Each success grants the mage a single extra die in the next roll that has to — or is chosen to — be made. This does not include spellcasting rolls. If the next roll is for a spell (perhaps the mage needs to quickly cast a countermagic), the character loses the benefit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Adamantine Arrow]] Rote: Strike True&lt;br /&gt;
* Dice Pool: [[Pool::Intelligence]] + [[Pool::Composure]] + [[Pool::Time]]&lt;br /&gt;
Mages of the Adamantine Arrow who master this rote find that they need strike only once in order to fell their enemies. By attuning his perceptions to the perfect instant in time in which to act, the willworker attacks with efficiency.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Alter_Accuracy</id>
		<title>Alter Accuracy</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Alter_Accuracy"/>
				<updated>2015-06-09T04:23:03Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Alter Accuracy&lt;br /&gt;
|Source = Mage The Awakening Sourcebook&lt;br /&gt;
|Pages  = p.196&lt;br /&gt;
|Matter =2&lt;br /&gt;
|AA = Sword of the Slayer&lt;br /&gt;
|GV=Dance of the Sure Knife&lt;br /&gt;
}}&lt;br /&gt;
The mage balance and heft of a simple item. This application could, for example, improve the accuracy of a sword since it is easier and smoother to wield, a screwdriver turn more quickly (its weight shifts so well it practically turns itself) or a hammer hit harder. Any object that might conceivably benefit from a more efficient or better-weighted design could serve as the target of this spell.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Ruling]]&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (one scene) &lt;br /&gt;
* Aspect: [[Spell Aspect::Covert]]&lt;br /&gt;
* Cost: 1 [[Cost::Mana]]&lt;br /&gt;
&lt;br /&gt;
The object gains the 9-again quality on the next dice roll made using it. Extra successes on the spellcasting roll affects successive rolls with the tool, one extra roll per success. Neither the spellcaster nor the tool user can choose which rolls are affected by the magic. Each successive use of the tool gains the 9-again benefit until the number of affected rolls have been used or the scene ends, whichever comes first. Note that this spell does not affect a chance die, should the object wielder’s dice pool be reduced to one. Only a result of 10 is a success.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Adamantine Arrow]] Rote: Sword of the Slayer&lt;br /&gt;
* Dice Pool: [[Pool::Composure]] + [[Pool::Crafts Skill]] or [[Pool::Occult Skill]] + [[Pool::Matter]]&lt;br /&gt;
Adamantine Arrow mages are quick to turn any useful innovation to defense and this rote is no exception. Swords, knives or even simple sticks can be made deadly, and common house tools can be made better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Guardians of the Veil]] Rote: Dance of the Sure Knife&amp;lt;ref&amp;gt;[[Tome of the Mysteries]] p82&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Dice Pool: [[Pool::Dexterity]] + [[Pool::Occult Skill]] + [[Pool::Matter]]&lt;br /&gt;
Sword and Knife-dancers can be found in many cultures; many performances are intended to exalt the weapon as a symbol of peace, power or authority. with this rote, the mage taps into the supernal symbolism in these dances, empowering her weapon to strike fast and true.&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Rina_Yui</id>
		<title>Rina Yui</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Rina_Yui"/>
				<updated>2015-06-09T02:42:18Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/06/02&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Rina Yui&lt;br /&gt;
|Clan=Mekhet&lt;br /&gt;
|Clan Status=1&lt;br /&gt;
|Clan Title=Whip&lt;br /&gt;
|Player Name=Cabochard&lt;br /&gt;
|City Status=2&lt;br /&gt;
|Domain Position=Deputy&lt;br /&gt;
|Blood Potency=2&lt;br /&gt;
|Avatar=Kyoko Fukada&lt;br /&gt;
|Covenant=Invictus&lt;br /&gt;
|Covenant Status=1&lt;br /&gt;
|Invictus Title=Madam&lt;br /&gt;
|Presence=1&lt;br /&gt;
|Presence Description=Fades into the background&lt;br /&gt;
|Appearance=Short, with black hair and dark eyes. Usually wears form-fitting clothes that don't swing.&lt;br /&gt;
|Titles=Shadow of the Order of the Black Book&lt;br /&gt;
|Bloodline=Khaibit&lt;br /&gt;
|Scene1=Invisible Hands&lt;br /&gt;
|Scene2=Skeleton Keys&lt;br /&gt;
|Scene3=Thorned Ten&lt;br /&gt;
|Scene4=Night Lightning&lt;br /&gt;
|Hunting=Citrus Heights, Communal Grounds&lt;br /&gt;
|Tenancy=None&lt;br /&gt;
|Favor=None&lt;br /&gt;
|Vampire Game=Main&lt;br /&gt;
|Hunting1=Communal Grounds&lt;br /&gt;
|Hunting2=Citrus Heights&lt;br /&gt;
}}&lt;br /&gt;
{{TOC left}}{{Quote|Watch your tongue, idiot, or you will not have it much longer.|#A52A2A}}&lt;br /&gt;
- Addressing [[Spencer Marick]], [http://nwod.org/forum/showthread.php?32165-A-night-time-stroll&amp;amp;p=395204&amp;amp;viewfull=1#post395204 A Night Time Stroll]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rina was born into the Yui family, a small servant family of a somewhat powerful lord, in 1899. Her family enjoyed a moderately enjoyable life, with their master feeding, clothing, and housing them well, or at least as well as they could expect for their station. As they were one of his oldest servant families, with Rina and her siblings being the 5th generation to serve him, they received most of the leadership positions among the servants. Rina found she enjoyed the position of servant, and was rather good at it, and ended up being given the prestigious position of personal assistant to his eldest daughter. &lt;br /&gt;
&lt;br /&gt;
The family itself had attracted the attention of one particular Khaibit vampire, who had been watching them for 3 generations, quietly waiting for one of them to show true potential for the calling of his kind. He found Rina to be the first to meet his standards, as she was the only to show actual pride in her position, and not just parts of her work. The vampire had long since forgotten to care about gender or social standing, and, upon receiving permission, simply Embraced Rina and brought her into the fold of the Khaibit. &lt;br /&gt;
&lt;br /&gt;
Rina was at first resistant to the idea of abandoning her family, friends, and job, undeath or no undeath. So, her new sire simply destroyed everything she had been attached to, pulling several strings in the government to have her old master exiled, her family executed, and her place of residence destroyed. His childe did not react as he had expected, as she did not immediately abandon everything that no longer existed, but railed against him and attempted to escape several times. &lt;br /&gt;
&lt;br /&gt;
Seeing this and being unwilling to attempt to change her mind more, her sire used it as training, putting her in increasingly complicated prisons and forcing her to attempt to escape by any means necessary. As she received this training, she improved, learning Disciplines mostly by herself, and practicing the inborn physical Disciplines especially. This training continued, improving her and teaching her important skills, lasting 20 years, until she actually managed to escape, evading his skills and finding refuge as far from him as possible, with the Invictus.&lt;br /&gt;
&lt;br /&gt;
Though she appreciated the way in which the Invictus was organized, and liked their mentality, as it had already been drummed into her during her mortal life, Rina had a hard time adapting her new skills and the role drummed into her by her parents and her sire. Stealth, subterfuge, and other skills important to spies and assassins, which she had learned in her apprenticeship, were prized in servants of members of the Invictus, not members themselves. Eventually, however, after several months of flailing about, trying to find a place within the covenant, she was approached by a man calling himself a Shadow. He offered her a place in the Knightly Order of the Black Book. He knew that her skills would be highly prized within the Order, and she would find membership to fit what she was looking for.&lt;br /&gt;
&lt;br /&gt;
She followed him far into northern Canada to the home of the Order, the Fallen Cathedral, where she would spend the next 15 years being tested and indoctrinated into the Order's beliefs and mindset. At the end of her training, she was given her own black book in the Order's ceremony of entrance, fully inducted, and given the title of Shadow of the Order. She was then sent with an outbound team of newly-inducted Shadows to the chapter house in Chicago, from which she has moved several times, having resided at most of the major cities in the United States at one time or another. Her latest assignment has been to Sacramento, with a group of others meant to establish an Order presence there, and possibly create a new chapter house. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;3&amp;quot; color=&amp;quot;#914c41&amp;quot; face=&amp;quot;book antiqua&amp;quot;&amp;gt;Posts&amp;lt;/font&amp;gt; &lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; width=100%&lt;br /&gt;
|-&lt;br /&gt;
!''In Order of Posting Date''  &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&amp;quot; column-count:3; -moz-column-count:3; -webkit-column-count:3;&amp;quot;&amp;gt;&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?27988-Ack-Rina-Yui&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?28041-1405-Lady-Sage-and-Madame-Yui&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?27693-1405-Eternal-Court-XXIX&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?28089-1406-Shadow-Meeting&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?28685-Picking-Flowers&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29357-Dinner-for-the-Unconquered&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29171-1408-Court-XXXI-Super-Heroes-amp-Villains&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29463-1408-Yui-and-Cordoba&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29510-A-Day-in-the-Life&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29309-Invisible-Hands-Encounter-Rent-Veils&amp;amp;highlight=Rina+Yui]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29574-Invictus-1409]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29617-1408-David-amp-Rina&amp;amp;p=361749#post361749]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29675-Rina-Calling-David]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29705-Invisible-Hands-Research-Intrigue-and-Coffee]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29735-Feeding-Stalker]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29736-Juan-calling-Rina]&lt;br /&gt;
*[http://nwod.org/forum/showthread.php?29744-Shakespeare-%28K%29night-Juan-and-Rina&amp;amp;p=363950#post363950]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==Interaction==&lt;br /&gt;
{{Show Status&lt;br /&gt;
|Acknowledges=David Regan&lt;br /&gt;
|Recognizes=&lt;br /&gt;
|Values= &lt;br /&gt;
|Respects=&lt;br /&gt;
|Admires=Asa Clarke&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Out of Character Trivia== &lt;br /&gt;
*Rina avidly watches soap operas. She is one of the few people to have seen every episode of [http://en.wikipedia.org/wiki/Days_of_Our_Lives Days of Our Lives]. Yes, all 12,537.&lt;br /&gt;
*She also enjoys romance novels. She used to own a signed first edition of [http://en.wikipedia.org/wiki/The_Flame_and_the_Flower The Flame and The Flower], until it was stabbed and thrown into a pool.&lt;br /&gt;
*[http://nwod.org/wiki/index.php/User:ErlangShen ErlangShen] - Rina has Quietus.&lt;br /&gt;
*Rina doesn't like you.&lt;br /&gt;
*Yes, you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last, enter information above this line --&amp;gt; &lt;br /&gt;
{{Bibliography}}{{Vampire Character}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/User:Cabochard</id>
		<title>User:Cabochard</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/User:Cabochard"/>
				<updated>2015-06-05T23:25:32Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User&lt;br /&gt;
|Tenure=1 Year&lt;br /&gt;
|Deadly Player=Yes&lt;br /&gt;
|Deadly Experience=No&lt;br /&gt;
|PRP=No&lt;br /&gt;
|Notes={{User/POTM|March 2015}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/User:Cabochard</id>
		<title>User:Cabochard</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/User:Cabochard"/>
				<updated>2015-06-05T23:24:43Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User&lt;br /&gt;
|Tenure=1 Year&lt;br /&gt;
|Deadly Player=Yes&lt;br /&gt;
|Deadly Experience=Yes&lt;br /&gt;
|PRP=Yes&lt;br /&gt;
|Notes={{User/POTM|March 2015}}&lt;br /&gt;
}}&lt;br /&gt;
Ooogaboogabooga!&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/User:Cabochard</id>
		<title>User:Cabochard</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/User:Cabochard"/>
				<updated>2015-06-05T23:24:25Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User&lt;br /&gt;
|Tenure=1 Year&lt;br /&gt;
|Deadly Player=Yes&lt;br /&gt;
|Deadly Experience=No&lt;br /&gt;
|PRP=No&lt;br /&gt;
|Notes={{User/POTM|March 2015}}&lt;br /&gt;
}}&lt;br /&gt;
Ooogaboogabooga!&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/User:Cabochard</id>
		<title>User:Cabochard</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/User:Cabochard"/>
				<updated>2015-06-05T23:23:30Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User&lt;br /&gt;
|Tenure=1 Year&lt;br /&gt;
|Deadly Player=Yes&lt;br /&gt;
|Deadly Experience=No&lt;br /&gt;
|PRP=No&lt;br /&gt;
|Notes={{User/POTM|March 2015}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Prestation</id>
		<title>Prestation</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Prestation"/>
				<updated>2015-06-04T16:22:05Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vcharacterstart}}{{topicon vtr}}{{TOC right}}{{Parent|Invictus}}&lt;br /&gt;
Prestation is the name the Kindred give for the art of using [[Status]], and is technically defined as when one Kindred officially becomes indebted to another for services rendered. In reality, however, Prestation is a far more complicated system than that, and its rules are enforced with lethal zeal by its participants.&lt;br /&gt;
&lt;br /&gt;
Normally a custom observed by the [[Invictus]], Sacramento continues to observe it since the reign of [[Tobias Straiphen]]; it is officially recognized by the [[Prince]] and his Court.  Players should first make it clear who's doing the favor and who's receiving it. The receiver owes a Boon to his bestower which must be categorized as a Trivial, Minor, Major, Blood, or Life Boon.  Official Boons should be recorded with [[Harpy|The Harpy]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Current==&lt;br /&gt;
&lt;br /&gt;
* [[Konrad Roth]] owes a Trivial boon to [[Velma Star]] [http://nwod.org/forum/showthread.php?32865-1505-Velma-and-Jackson&amp;amp;p=405165&amp;amp;viewfull=1#post405165for her help in elysium helping one of his unacknowledged clanmates save face.]&lt;br /&gt;
* [[Konrad Roth]] owes a Trivial boon to [[Velma Star]] [http://nwod.org/forum/showthread.php?32661-1504-Movement-at-the-Sterling&amp;amp;p=401791&amp;amp;viewfull=1#post401791 as a token of good faith.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
===Trivial===&lt;br /&gt;
One-time favors of small scope, such as appearing at a soiree one would not otherwise attend, acting as a messenger to another vampire and passing along information, keeping an eye on a favored Retainer for the evening, and so on.&lt;br /&gt;
&lt;br /&gt;
===Minor===&lt;br /&gt;
These Boons can last more than one evening, and they usually entail some sort of inconvenience, such as allowing safe passage through a hostile city, revealing confidential information, or aid in disposing of some threat.&lt;br /&gt;
&lt;br /&gt;
===Major===&lt;br /&gt;
Usually involves a significant expenditure of time or resources on the bestower's part. The effects of the favor usually last for many game sessions. An example of such a Boon would be teaching the receiver a new Discipline, purchasing a nightclub to serve as the receiver's haven, or rendering substantial aid in disposing of a threat while there is an element of risk.&lt;br /&gt;
&lt;br /&gt;
===Blood===&lt;br /&gt;
The Boon holder has placed herself in a potentially unlife-threatening situation in order to help the receiver. Thus the name &amp;quot;Blood Boon&amp;quot; - the bestower is willing to shed her blood for the receiver.&lt;br /&gt;
&lt;br /&gt;
===Life===&lt;br /&gt;
The Boon holder has actively risked her immortal life for the receiver so the receiver may live.&lt;br /&gt;
&lt;br /&gt;
==Value==&lt;br /&gt;
Keep in mind that all Boons are relative. This is such an essential tenet of Prestation, that it deserves to be in bold-face and all caps: ALL BOONS ARE RELATIVE. This means that you, as a vampire, can charge &amp;quot;whatever the market will bear&amp;quot;. A hundred bucks may not mean squat to that filthy rich Ventrue, but if that's what a desperate Gangrel needs to survive, the Gangrel might well wind-up getting charged a Major or even Blood Boon if he's in grave enough danger! Similarly, that same Gangrel might be able to easily defeat a mortal stalker that is troubling a Toreador in his city, but he still charges her a Major Boon because she can't get rid of him herself.&lt;br /&gt;
&lt;br /&gt;
Such fluctuations in the value of a Boon lead some to complain of &amp;quot;Boon extortion&amp;quot; or &amp;quot;inflation&amp;quot;, but that's the way business has been done for as long as even the Ancients can remember. The only way for a receiver to rid herself of a Boon permanently is to repay or ignore the favor. Welshing on Boons is a grave insult in Kindred society, often resulting in a scandal that alert Harpies are all too eager to circulate. In the Domain of Darkeport, with its tradition of trials and system of vampiric jurisprudence, this almost always results in a grievance being brought against the offender (later articles will expand on this, but essentially there is an active legal system in the Domain).&lt;br /&gt;
&lt;br /&gt;
Getting yourself out of debt is usually an event arranged through roleplaying. Typically, players eliminate Boons by returning equivalent favors. However, if the bestower is in sufficient danger, you might pay off your debt by returning only a small favor; indeed, you might even be able to put the original bestower in your debt! It all rests on a sense of timing and a character's skill at bartering. Other Kindred may resent you for doing so, but during a crisis a matter of Prestation may seem a small price to pay.&lt;br /&gt;
&lt;br /&gt;
An important note as well, 3 boons of any type can be traded up for the next boon level (i.e. 3 Major Boons can become a Blood Boon).&lt;br /&gt;
&lt;br /&gt;
{{Links|Invictus}}{{footer|vtr}}&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Animal_Ken_Skill</id>
		<title>Animal Ken Skill</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Animal_Ken_Skill"/>
				<updated>2015-04-22T22:01:43Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{TOC right}}&lt;br /&gt;
Anticipating and understanding human emotions is&lt;br /&gt;
one thing, but being able to interpret and recognize the&lt;br /&gt;
behavior of animals is something else entirely. Your character&lt;br /&gt;
intuitively grasps or has been trained to read animals&lt;br /&gt;
to know how they react to situations. The Skill also involves&lt;br /&gt;
innately understanding how the animal mind operates,&lt;br /&gt;
and what may appease or enrage beasts. The knack&lt;br /&gt;
often coincides with a respect for animals, but it could&lt;br /&gt;
derive from the analytical observation of a lab scientist or&lt;br /&gt;
from years of abuse inflicted by a callous animal handler.&lt;br /&gt;
Animal Ken could be applied to grasp the thoughts&lt;br /&gt;
or intentions of supernatural animals, if the Storyteller&lt;br /&gt;
allows. Sometimes these beings have human or greater&lt;br /&gt;
intelligence and cannot be read by this Skill alone.&lt;br /&gt;
&lt;br /&gt;
*'''Possessed by:''' Animal rescue workers, hunters, longtime pet owners, park rangers, ranchers, trainers, veterinarians&lt;br /&gt;
*'''Specialties:''' Animal Needs, Imminent Attack, Specific Kind of Animal, Training&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Roll Results===&lt;br /&gt;
*'''Dramatic Failure:''' Your character completely misreads an animal's state, possibly with disastrous results. He may, for example, interpret furiously energetic behavior as playfulness rather than as a warning.&lt;br /&gt;
*'''Failure:''' Your character is unable to gauge the animal's true state.&lt;br /&gt;
*'''Success:''' Your character has a good read on the animal's true emotional state.&lt;br /&gt;
*'''Exceptional Success:''' Your character notes enough tell tale clues in the animal's behavior to gain a detailed understanding of its state. Not only might he recognize that the animal is anxious, but that its offspring are nearby.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Animal Training==&lt;br /&gt;
:'''Dice Pool:''' [[Composure]] + '''Animal Ken''' + equipment (trainer) versus [[Stamina]] + [[Resolve]] (animal)&lt;br /&gt;
:'''Action:''' Extended and contested (the task demands a number of successes equal to the opponent's [[Willpower]]; each roll represents one day of training)&lt;br /&gt;
:'''Suggested Equipment:''' Physical abuse (+1), rewards or treats (+2)&lt;br /&gt;
:'''Possible Penalties:''' Training non-mammal (-1 to - 3), animal already been trained poorly (-1), animal distracted by environment (-2)&lt;br /&gt;
&lt;br /&gt;
Training an animal involves communicating a need,&lt;br /&gt;
encouraging a type of behavior and/or discouraging unwanted&lt;br /&gt;
behavior. It's an extended and contested process.&lt;br /&gt;
Make Composure + Animal Ken + equipment rolls for&lt;br /&gt;
the trainer. Roll Stamina + Resolve for the animal. The&lt;br /&gt;
number of successes that each participant seeks is equal&lt;br /&gt;
to the other's Willpower dots. Thus, if a trainer has 5&lt;br /&gt;
Willpower and the animal has 3, the interrogator wins if&lt;br /&gt;
he accumulates three successes first. The animal wins if it&lt;br /&gt;
accumulates five successes first. The winner breaks the&lt;br /&gt;
opponent's will to continue training or to resist the desired&lt;br /&gt;
behavior. The trainer's roll can be modified by equipment&lt;br /&gt;
such as rewards (food) offered and abuse inflicted.&lt;br /&gt;
Rolls made for the animal might receive a bonus based on&lt;br /&gt;
how feral it is. A cat brought in from the wild might get a&lt;br /&gt;
+3 bonus, for example. Likewise, non-mammals (lizards,&lt;br /&gt;
birds) can be harder to train than mammals, imposing a&lt;br /&gt;
penalty on a trainer's rolls (say, -1 to -3). Some animals&lt;br /&gt;
such as wolverines are so fierce that they simply can't be&lt;br /&gt;
trained.&lt;br /&gt;
&lt;br /&gt;
Only one trick or type of behavior (house breaking,&lt;br /&gt;
'attack,' or retrieving a certain item whenever it's thrown)&lt;br /&gt;
can be taught per extended and contested series of rolls.&lt;br /&gt;
Alternatively, a few minor tricks such as 'sit,' 'shake' and&lt;br /&gt;
'stay' can be combined in a single series of rolls.&lt;br /&gt;
Should an extended and contested training session&lt;br /&gt;
end in a tie, neither side applies its will over the other.&lt;br /&gt;
The process must start again from scratch if the trick is to&lt;br /&gt;
be learned.&lt;br /&gt;
&lt;br /&gt;
If training for a type of behavior is interrupted for a&lt;br /&gt;
number of consecutive days in excess of the animal's [[Intelligence]],&lt;br /&gt;
all successes gained thus far are lost. Training&lt;br /&gt;
for that trick must start again from scratch. Animals with&lt;br /&gt;
zero Intelligence cannot be trained at all.&lt;br /&gt;
An animal can be taught a number of tricks (can&lt;br /&gt;
undergo a separate number of training sessions) equal to&lt;br /&gt;
its [[Wits]].&lt;br /&gt;
&lt;br /&gt;
''Example: [[Dog]] has a pet raven that he seeks to train to fly away and return to him on command, which the Storyteller decides is one trick. Dog has 4 Composure, 3 Animal Ken and 6 Willpower. The bird has 2 Stamina, 4 Resolve and 7 Willpower. Dog needs to get seven successes before six are rolled for the bird. The process begins, but is interrupted for two days in which no training occurs at all. Those two days exceed the bird's 1 Intelligence, so the training process has to begin again from scratch.''&lt;br /&gt;
&lt;br /&gt;
For animals' traits, see p. 202.&lt;br /&gt;
Even after an animal has been trained in a behavior&lt;br /&gt;
or trick, it does not necessarily perform the action automatically&lt;br /&gt;
on command. You need to make a successful&lt;br /&gt;
Manipulation + Animal Ken roll for the animal to respond&lt;br /&gt;
as intended. You also get a bonus on the roll equal&lt;br /&gt;
to the animal's Wits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
*'''Dramatic Failure:''' The regimen fails completely and the animal resists the intended behavior. A whole new training session must get underway for the intended trick. If animal abuse is involved, the creature may attack and try to escape its handler.&lt;br /&gt;
*'''Failure:''' Your character fails to make any progress on the current trick.&lt;br /&gt;
*'''Success:''' Your character makes progress in conditioning the animal's behavior.&lt;br /&gt;
*'''Exceptional Success:''' Your character makes dramatic progress with the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Application==&lt;br /&gt;
* '''Required By:''' {{#ask: [[Prerequisite::{{PAGENAME}}]]}}&lt;br /&gt;
* '''Used By:''' {{#ask: [[Pool::{{PAGENAME}}]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Sorcerers_Retribution</id>
		<title>Sorcerers Retribution</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Sorcerers_Retribution"/>
				<updated>2015-04-20T17:32:12Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mage/Spell&lt;br /&gt;
|Name=Sorcerer's Retribution&lt;br /&gt;
|Source = Grimoire of Grimoires&lt;br /&gt;
|Pages  = p. 55&lt;br /&gt;
|Forces = 3&lt;br /&gt;
|CPrime = 2&lt;br /&gt;
|FC = Angels of Malice&lt;br /&gt;
}} {{MHR|This rote can only be found in Dark Revolution}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a matrix of kinetic and magical energy around the caster that’s sensitive to invading magic. This  whirling shard of bound force orbits him, avoiding nearby objects and leaving nothing other than a slight breeze to indicate its existence. When anyone casts a damaging spell on the caster the matrix lashes out, intercepting the intrusion and following it back to strike the source.&lt;br /&gt;
&lt;br /&gt;
* Practice: [[Spell Practice::Shielding]]/Fraying&lt;br /&gt;
* [[Action]]: [[Action::Instant]]&lt;br /&gt;
* [[Duration]]: [[Duration::Prolonged]] (1 scene, but see below)&lt;br /&gt;
* '''Aspect:''' [[Spell Aspect::Vulgar]] &lt;br /&gt;
* Cost:  Special&lt;br /&gt;
 &lt;br /&gt;
Once cast, this spell acts like the spell [[Magic Shield]], providing 1 point of armor per dot of the caster’s [[Prime]] [[Arcana]].&lt;br /&gt;
&lt;br /&gt;
In addition, the spell strikes the source of the magical attack with a bolt of kinetic energy, inflicting 1 point of bashing damage per success. However, the same energy that shields the mage is used in the attack, like a sort of “point defense” against the spell that blows through to hit the enemy caster as well. &lt;br /&gt;
&lt;br /&gt;
Reduce the number of successes calculated for the attack by the armor rating provided by the spell. For example, if the caster scores 8 successes and has [[Prime]] {{dot3}}, the counterattack is only treated as if it had 5 successes. The caster may voluntarily reduce the armor protection granted by the spell to increase its counteroffensive ability. The counterattack does not use one of the caster’s actions. If the spell came from an artifact or imbued item, the kinetic energy strikes that instead.  &lt;br /&gt;
&lt;br /&gt;
By spending 1 [[Cost::Mana]], the caster can make the spell last 1 day. However, once the spell delivers its counterattack it is expended, whether the caster spent Mana or not. It must be cast again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Free Council]] Rote: Angels of Malice&lt;br /&gt;
* Dice Pool: Presence  +  Expression + [[Pool::Forces]]&lt;br /&gt;
Hellson designed this rote to strike down sorcerers who would dare attack him. He visualizes his voice coalescing into a serpent-shaped coil of energy, lying in wait against magical assault.&lt;br /&gt;
&lt;br /&gt;
{{footer|mta}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Investigation_Skill</id>
		<title>Investigation Skill</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Investigation_Skill"/>
				<updated>2015-04-19T16:07:02Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Investigation is the art and science of solving mysteries,&lt;br /&gt;
examining seemingly disparate evidence to find a connection,&lt;br /&gt;
answering riddles and overcoming paradoxes. It&lt;br /&gt;
not only allows your character to get into the head of a&lt;br /&gt;
killer to grasp his motives or plans, it allows her to look&lt;br /&gt;
beyond the mundane world to guess at answers to mysterious&lt;br /&gt;
problems, or to have a 'eureka' moment that offers&lt;br /&gt;
insight into baffling circumstances. Your character might&lt;br /&gt;
realize that all murder victims have the same digits jumbled&lt;br /&gt;
in their phone numbers, she might interpret a dream that&lt;br /&gt;
has striking similarities to events in the real world, or she&lt;br /&gt;
could recognize why an intruder took the time to paint a&lt;br /&gt;
room red. Certain individuals such as law-enforcement&lt;br /&gt;
officers, forensic specialists, scientists and investigators are&lt;br /&gt;
trained in the art of examination, while others simply&lt;br /&gt;
develop the knack through years of practice.&lt;br /&gt;
&lt;br /&gt;
Note that Investigation is different from the perception&lt;br /&gt;
Attribute task detailed on p. 45. Perception ([[Wits]] +&lt;br /&gt;
[[Composure]] or Wits + another Skill) is typically checked&lt;br /&gt;
when a character could spot something unusual or amiss&lt;br /&gt;
when she isn't actually looking for it. Investigation-based&lt;br /&gt;
rolls are typically made when a character actively studies a&lt;br /&gt;
situation. Dots in Investigation don't give a character sudden&lt;br /&gt;
insight or capability in the realms of other Skills, however.&lt;br /&gt;
She can't miraculously identify changing brushstrokes&lt;br /&gt;
in a painting, for example. That would be the realm of&lt;br /&gt;
[[Academics Skill]] or [[Crafts Skill]]. But she might identify how the placement&lt;br /&gt;
of paintings throughout a house creates a pattern&lt;br /&gt;
and imparts a message.&lt;br /&gt;
&lt;br /&gt;
*'''Possessed by:''' Criminals, doctors, forensic examiners, police officers, scientists, scholars, soldiers&lt;br /&gt;
*'''Specialties:''' Artifacts, Body Language, Crime Scenes, Cryptography, Dreams, Autopsy Diagnoses, Puzzles, Riddles, Scientific Experiments&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Roll Results===&lt;br /&gt;
*'''Dramatic Failure:''' Your character studies an individual or situation and draws an incorrect conclusion or focuses on the wrong details.&lt;br /&gt;
*'''Failure:''' Your character fails to notice the details or information for which she searches. It might be right under her nose but she overlooks it.&lt;br /&gt;
*'''Success:''' Your character studies the situation or problem and finds useful details that answer her questions. A single success might be sufficient to solve a simple puzzle, but more successes may be required to gather extensive clues. The Storyteller may offer small insights with each success in an examination, starting with the obvious and ending with the obscure.&lt;br /&gt;
*'''Exceptional Success:''' Your character studies and not only discovers useful details about a person or situation, but notices additional clues that provide more in-depth information. Not only have the murder victims at two separate scenes been killed elsewhere and dumped, they both possess matchbooks from the same bar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examining a Crime Scene==&lt;br /&gt;
&lt;br /&gt;
:''Dice Pool:'' Wits + Investigation + equipment&lt;br /&gt;
:''Action:'' Extended (3-10+ successes; one roll represents 10 minutes of activity)&lt;br /&gt;
:''Suggested Equipment:'' Forensic kit (+1), surveillance gear (parabolic mikes, night-vision goggles, laser mikes) (+1), unrestricted access to the scene (+2), access to government databases (+3)&lt;br /&gt;
:''Possible Penalties:'' Weather obscures scene (-1 to - 3), scene has been compromised by intruders (-1 to -5), lack of forensic equipment (-3)&lt;br /&gt;
&lt;br /&gt;
Examining a crime scene involves studying evidence&lt;br /&gt;
and clues to piece together useful facts about events, perpetrators&lt;br /&gt;
or a mystery. Roll Wits + Investigation. Each&lt;br /&gt;
roll represents 10 minutes of observation and interpretation,&lt;br /&gt;
and possibly referencing databases and calling expert&lt;br /&gt;
witnesses. Depending on the size of the crime scene&lt;br /&gt;
and the complexity and obscurity of details, the task could&lt;br /&gt;
demand anywhere from three to 10 successes (or more)&lt;br /&gt;
for your character to make sense of things.&lt;br /&gt;
&lt;br /&gt;
Unlike many tasks, this isn't an all-or-nothing effort.&lt;br /&gt;
If your character has to abandon the project before it's&lt;br /&gt;
completed, he may still come away with some useful information&lt;br /&gt;
depending on the number of successes earned.&lt;br /&gt;
&lt;br /&gt;
The Storyteller should share information each time a roll&lt;br /&gt;
yields a success, starting with the most obvious facts and&lt;br /&gt;
revealing increasingly obscure bits as the investigation&lt;br /&gt;
continues. At no time should the player know how many&lt;br /&gt;
successes are needed to complete the analysis Ñ he should&lt;br /&gt;
always wonder whether his character should invest a little&lt;br /&gt;
more time and dig deeper. Storytellers may choose to make&lt;br /&gt;
these rolls for players in secret to add uncertainty and suspense.&lt;br /&gt;
&lt;br /&gt;
''Example: [[Andrea Ward]] is called to the scene of a murder at a local park. Taking stock of the situation, she studies the area around the body to try and piece together what happened. The Storyteller decides that it takes eight successes to gather all the clues available. Andrea's Wits is 3 and her Investigation is 2. The first roll is 5,6,7,8,9. With two successes, Andrea has gathered a quarter of the information available. The Storyteller reveals that the victim died due to massive blood loss, but there are no bloodstains around the corpse. At this point, Janet can continue to investigate or decide that she's seen enough and move on.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
*'''Dramatic Failure:''' Your character draws incorrect conclusions from the information she gathers.&lt;br /&gt;
*'''Failure:''' Your character uncovers no useful information.&lt;br /&gt;
*'''Success:''' Your character uncovers useful information, but is that all there is to learn?&lt;br /&gt;
*'''Exceptional Success:''' Your character gains a wealth of useful information from a few minutes' careful study&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solving Enigmas==&lt;br /&gt;
&lt;br /&gt;
:''Dice Pool:'' Intelligence + Investigation + equipment&lt;br /&gt;
:''Action:'' Instant or extended (3-10+ successes; one roll represents one hour of activity)&lt;br /&gt;
:''Suggested Equipment:'' Internet access (+1), code-deciphering computer programs (+2), extensive reference library (+2), extensive library dedicated to the specific subject matter in question (+3)&lt;br /&gt;
:''Possible Penalties:'' No reference library (-1); distracting phenomena in area, from noise (-1) to dangers (-4); incomplete clues (-1 to -5)&lt;br /&gt;
&lt;br /&gt;
A man scrawls a bizarre message before he dies. A&lt;br /&gt;
ghost utters some cryptic, haunting words that are the clues&lt;br /&gt;
to freeing the spirit from this world. A killer leaves a hint&lt;br /&gt;
to his next crime. Your character is posed with a perplexing&lt;br /&gt;
mystery, riddle, puzzle, code or series of clues to contemplate.&lt;br /&gt;
Sometimes these brainteasers can be solved&lt;br /&gt;
quickly, such as a short riddle meant to lead your character&lt;br /&gt;
to his next destination. Such conundrums might be&lt;br /&gt;
solved with a simple success and an instant action. Other&lt;br /&gt;
stumpers demand consideration, research, interpretation&lt;br /&gt;
and/or legwork - an extended action. For your character&lt;br /&gt;
to understand what &amp;quot;Blue Heron&amp;quot; written in blood means,&lt;br /&gt;
she needs to look into the murder victim's past and do&lt;br /&gt;
research into what the term itself is applied.&lt;br /&gt;
&lt;br /&gt;
Often times, such an enigma goes unsolved until the&lt;br /&gt;
required successes are gained. Partial insights along the&lt;br /&gt;
way aren't forthcoming, because the elements of the answer&lt;br /&gt;
don't make sense until they're all gathered. When&lt;br /&gt;
they are, eureka!&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
*'''Dramatic Failure:''' Your character arrives at the wrong solution. Storytellers may want to make enigma rolls on players' behalf for this reason.&lt;br /&gt;
*'''Failure:''' Your character does not solve the puzzle or gains no headway toward the answer.&lt;br /&gt;
*'''Success:''' Your character finds a simple answer, or gathers some information or insight toward complete comprehension.&lt;br /&gt;
*'''Exceptional Success:''' Your character arrives at the answer quickly or makes an enormous intuitive leap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Application==&lt;br /&gt;
* '''Required By:''' {{#ask: [[Prerequisite::{{PAGENAME}}]]}}&lt;br /&gt;
* '''Used By:''' {{#ask: [[Pool::{{PAGENAME}}]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Computer_Skill</id>
		<title>Computer Skill</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Computer_Skill"/>
				<updated>2015-04-19T15:54:42Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
Characters possessing this Skill have the necessary&lt;br /&gt;
training or experience to operate a computer. At high levels&lt;br /&gt;
(3 or more), a character can create his own computer&lt;br /&gt;
programs. People with high levels in this Skill are familiar&lt;br /&gt;
with a variety of programming languages and operating&lt;br /&gt;
systems.&lt;br /&gt;
Note that dots in Computer do not apply to manually&lt;br /&gt;
fixing or building machines, only to operating them.&lt;br /&gt;
Construction and repair is the province of the Crafts Skill&lt;br /&gt;
(see below).&lt;br /&gt;
* '''Possessed by''': Businesspeople, professors, programmers, students, sysadmins&lt;br /&gt;
* '''Specialties''': Artificial Intelligence, Data Retrieval, Graphics, Hacking, Internet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Roll Results===&lt;br /&gt;
*'''Dramatic Failure''': Your character has caused a system crash, interrupting any work in progress and forcing him to start his efforts from scratch. Data may be lost at the Storyteller's discretion.&lt;br /&gt;
*'''Failure:''' The task your character attempts to execute does not go off properly or the database query he makes returns no useful information.&lt;br /&gt;
*'''Success:''' Your character's function executes properly or his queries come back with the correct information.&lt;br /&gt;
*'''Exceptional Success:''' Your character's program or function executes more quickly and efficiently than expected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hacking===&lt;br /&gt;
:'''Dice Pool:''' [[Intelligence]] + Computer + equipment versus Intelligence + Computer + equipment&lt;br /&gt;
:'''Action:''' [[Action::Extended]] and [[Resistance::Contested]] (5-10+ successes; each roll represents 30 minutes of programming)&lt;br /&gt;
:'''Suggested Equipment:''' High-performance computer (+1 to +3), broadband Internet access (+1), disk of scripts (+2), system passwords (+3)&lt;br /&gt;
:'''Possible Penalties:''' Outdated computer system (-2), slow Internet connection (-3)&lt;br /&gt;
&lt;br /&gt;
Gaining root access to a network requires talent, creativity&lt;br /&gt;
and patience, and often results in a battle of wits&lt;br /&gt;
with the systems administrator(s). Before the hacking&lt;br /&gt;
attempt begins, the Storyteller determines the networks&lt;br /&gt;
level of security. If there is a system administrator on duty,&lt;br /&gt;
the hacking attempt is an extended and contested action.&lt;br /&gt;
If the network is protected by basic security software alone,&lt;br /&gt;
the task is simply an extended action.&lt;br /&gt;
&lt;br /&gt;
In a contested and extended action between hacker&lt;br /&gt;
and sysadmin, roll Intelligence + Computer + any equipment&lt;br /&gt;
modifiers for both participants. The winner is the&lt;br /&gt;
first to accumulate the required number of successes. The&lt;br /&gt;
hacker needs to accumulate a number of successes equal&lt;br /&gt;
to the networks basic security setup. This can be anywhere&lt;br /&gt;
from five to 10 based on the sophistication of the&lt;br /&gt;
network. The sysadmin needs to accumulate a number of&lt;br /&gt;
successes equal to the hackers Intelligence + Computer.&lt;br /&gt;
If the hacker wins, he gains unfettered access to the network.&lt;br /&gt;
If the sysadmin wins, he kicks the hacker out of the&lt;br /&gt;
network and can block any further attempts from that&lt;br /&gt;
invader that day.&lt;br /&gt;
&lt;br /&gt;
''Example: [[Chris Wooding]] is hacking into the network of a local financial group, which is protected by an on-duty sysadmin. Chris's Intelligence is 4, his Computer is 3 and hes using an average computer setup (no bonus dice). The sysadmins Intelligence is 3, his Computer is 3 and hes using a decent system that gives him a +1 modifier. The networks basic security software requires seven successes to be overcome. The sysadmin also needs to accumulate seven successes (the total of Chris's Intelligence + Computer). The first rolls net three successes for Chris and two successes for the sysadmin. Chris needs to gain four more successes to make it past the sysadmin and gain access, while the sysadmin needs to accumulate five more successes to kick the intruder out of hisnetwork.''&lt;br /&gt;
&lt;br /&gt;
If the network is protected by basic security software&lt;br /&gt;
alone, the hacker needs to accumulate a number of successes&lt;br /&gt;
equal to the networks basic security setup, as above.&lt;br /&gt;
&lt;br /&gt;
''Example: Later, Chris tries to hack into the network of the city's Department of Motor Vehicles. The DMV network doesn't have a sysadmin on duty, so the task is an extended roll. The network's basic security software requires six successes to be overcome, so Chris simply needs to keep hacking at the system (and not suffer any dramatic failures) to get in.''&lt;br /&gt;
&lt;br /&gt;
Roll Results&lt;br /&gt;
*'''Dramatic Failure:''' A dramatic failure on the part of the hacker indicates that he's been kicked out of the network and can't access it again for 24 hours. Worse, if a sysadmin contests the task, make another Intelligence + Computer roll to determine if the admin manages to gain the IP address of the hacker. A dramatic failure on the part of the sysadmin indicates that the hacker brushes aside his efforts and penetrates the network automatically.&lt;br /&gt;
*'''Failure:''' Your character does not succeed in making any headway in his effort.&lt;br /&gt;
*'''Success:''' Your character makes progress in his effort.&lt;br /&gt;
*'''Exceptional Success:''' Your character has found a vulnerability he can exploit against his opponent, giving him a substantial advantage (as reflected in the number of successes you achieve in one roll).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Application==&lt;br /&gt;
* '''Required By:''' {{#ask: [[Prerequisite::{{PAGENAME}}]]}}&lt;br /&gt;
* '''Used By:''' {{#ask: [[Pool::{{PAGENAME}}]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Khaibit</id>
		<title>Khaibit</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Khaibit"/>
				<updated>2015-02-23T21:33:07Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vampire/Bloodline&lt;br /&gt;
|Disciplines='''[[Affinity::Auspex]]'''&amp;lt;br&amp;gt;[[Affinity::Celerity]]&amp;lt;br&amp;gt;''[[Affinity::Obtenebration]]''&amp;lt;br&amp;gt;[[Affinity::Vigor]]&lt;br /&gt;
|Nickname=Asps&lt;br /&gt;
|Clan=Mekhet&lt;br /&gt;
|Covenant=Circle of the Crone&lt;br /&gt;
|Source=Bloodlines The Hidden&lt;br /&gt;
|Pages=p. 58&lt;br /&gt;
}}&lt;br /&gt;
'''''Do not threaten my master. You rule from the shadows. I am the shadows.'''''&lt;br /&gt;
&lt;br /&gt;
Quiet and unseen, but omnipresent, the vampires derided as mere servants bear a far more important heritage and duty than even they know. Over the centuries this ancient Egyptian bloodline became procurers and valets, leg-breakers and guards, a veritable emotional compensation for the higher duties their blood once demanded. &lt;br /&gt;
&lt;br /&gt;
=== Covenant ===&lt;br /&gt;
Originally [[Circle of the Crone]], sometimes [[Invictus]] or [[Ordo Dracul]], to a lesser degree also [[Lancea Sanctum]] and [[Carthians]]. &lt;br /&gt;
&lt;br /&gt;
==Current==&lt;br /&gt;
{{#ask: [[Concept:Active Vampires]] [[Bloodline::Khaibit]] | link=none | format=template | template=Askpc/Format | }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|vtr}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Pure_Sovereigns</id>
		<title>Pure Sovereigns</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Pure_Sovereigns"/>
				<updated>2015-02-06T21:00:20Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
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&lt;div&gt;{{Infobox Legacy&lt;br /&gt;
|Name=Pure Sovereigns&lt;br /&gt;
|Nickname=Blue Bloods&lt;br /&gt;
|Ruling=[[Ruling::Life]]&lt;br /&gt;
|Path=Obrimos&lt;br /&gt;
|Order=Silver Ladder&lt;br /&gt;
|Source =Silver Ladder Sourcebook&lt;br /&gt;
|Pages=168&lt;br /&gt;
}} {{MHR|The Second Attainment is not in play and pending replacement/revision.}} {{Quote|You most certainly should go out to eat, drink and be merry, for tomorrow, or perhaps in a few years you will most certainly die. I, on the other hand, have other plans.|#337799}}&lt;br /&gt;
&lt;br /&gt;
Across the world, there are a series of ancient tradi- tions saying any suitable ruler must be a superlative physical and mental specimen. The members of this Legacy, often referred to as Blue Bloods, firmly agree with these traditions. They use their knowledge of this path to power to transform themselves into exceptional physical and mental specimens. These mages are healthier, faster, longer-lived and brighter than ordinary mortals. They become physical and mental paragons who consider themselves above the ordinary ranks of humanity. The fact that most of them live as much as a century longer than ordinary mortals only serves to help maintain the distance between them and others.&lt;br /&gt;
&lt;br /&gt;
The Pure Sovereigns prefer to socialize with their own kind or with other mages who have also learned to master their bodies and minds. Most of the Pure Sovereigns consider both Sleepers and mages incapable of these feats to be somewhat inferior beings. In ad- dition to not regarding other, less perfect individuals as equals, many of the Pure Sovereigns also consider themselves to be the rightful rulers of these “lesser beings.” To many outsiders, the Pure Sovereigns seem haughty and self-obsessed. However, it is also true that Blue Bloods who devote themselves to the study of this Legacy are physically and mentally superior to those around them. They remain in perfect health while those around them become ill, can easily make calm small talk with a hated enemy and fool almost all lie detectors. Moreover, they can accomplish all this with little or no effort on their part.&lt;br /&gt;
&lt;br /&gt;
Some use their physical and mental prowess to become extreme hedonists who need never worry about hangovers, diseases or excessive fatigue. However, these Blue Bloods are rare exceptions who are often regarded as failures by their fellows. Most are passionately dedi- cated to accomplishing some goal and simply wish to avoid having their bodies or their minds interfere in any way with their ability to succeed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attainments===&lt;br /&gt;
* Blood of Silver&lt;br /&gt;
* &lt;br /&gt;
* Incarnation of Diamond&lt;br /&gt;
{{Mage|Legacy}}{{Parent|Obrimos}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:TemoinsduSud.jpg</id>
		<title>File:TemoinsduSud.jpg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:TemoinsduSud.jpg"/>
				<updated>2015-01-29T23:16:29Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Stone</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Stone"/>
				<updated>2014-10-03T14:23:42Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
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&lt;div&gt;{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Stone&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 144-146&lt;br /&gt;
|Type=Seeming&lt;br /&gt;
}}&lt;br /&gt;
The Contracts of Stone are a set of changeling abilities found in [[Changeling: The Lost]]. It is associated with and used by Ogres. &lt;br /&gt;
&lt;br /&gt;
The purpose of the contracts of Stone is quite simple: enhance the abilities, particularly the strength and fighting-types, of an [[Ogre]] who calls on them. &lt;br /&gt;
&lt;br /&gt;
==Basic Contract Levels==&lt;br /&gt;
==={{dot1}} Might of the Terrible Brute=== &lt;br /&gt;
If fighting bare-handed, the changeling may increase their own strength.&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Strength]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The character yells, grunts or boasts loudly about her great strength.&lt;br /&gt;
: –1 The character acts calm, restrained and sedate.&lt;br /&gt;
* '''Action:''' [[Action::Reflexive]]&lt;br /&gt;
* '''Catch:''' The character fights multiple opponents simultaneously with his bare hands, not using weapons or tools of any sort.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The character strains his muscles and suffers a –2 dice penalty to his next action involving Strength.&lt;br /&gt;
* '''Failure''': The changeling’s Strength is unaffected.&lt;br /&gt;
* '''Success''': The changeling adds a number of additional dots to his Strength for this action equal to the number of successes rolled.&lt;br /&gt;
* '''Exceptional Success''': The changeling also gains the 8 again quality for the next action he takes using a Strength based dice pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==={{dot2}} Ogre's Rending Grasp===&lt;br /&gt;
If the changeling attempts to remove a barrier, they gain the strength to rip or smash it away&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Strength]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The character attacks the target without taking time to think about it.&lt;br /&gt;
: –1 The character has carefully studied the target to&lt;br /&gt;
determine the best way to destroy it.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling is attempting to remove a barrier, such as a door or a wall.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The character strains his muscles, suffering a –2 dice penalty to all Strength-based dice pools for the next scene.&lt;br /&gt;
* '''Failure''': The object’s Durability is unaffected.&lt;br /&gt;
* '''Success''': The changeling subtracts one point of Durability per success achieved on the roll. Note that this clause does not affect the object’s Structure. The reduced Durability applies to all attacks on the object and lasts for one scene.&lt;br /&gt;
* '''Exceptional Success''': No benefit other than that gained from 5+ successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==={{dot3}} Display Grandiose Might===&lt;br /&gt;
If using their skills to gain acclaim, the changeling may add strength to any non-fighting ability, such as jumping, running, or climbing. &lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Athletics Skill]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The character is dressed in a way that shows off his muscles and physique.&lt;br /&gt;
: –1 The character is dressed in a way that hides his physique.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character is using this clause for the express purpose of showing off his physical or athletic prowess to others, perhaps to gain some prize or to win acclaim, but not for any more practical purpose.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The character strains his muscles and functions as if his Strength was half normal (round down) for the duration of the scene.&lt;br /&gt;
* '''Failure''': The character’s Strength is unaffected.&lt;br /&gt;
* '''Success''': The character gains additional dots of Strength equal to his Wyrd. The character can only use this added might for non-combat purposes. If the character attacks an opponent, the affects of this clause instantly end. Otherwise, it lasts for one full scene and provides bonuses to Speed, to lifting objects, breaking down or holding back a door, climbing, jumping and all other Strength dice pools not including combat. Attempting to break inanimate objects does not count as combat.&lt;br /&gt;
* '''Exceptional Success''': Along with bonuses already provided, the character gains the 9 again quality to all appropriate Strength rolls for the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==={{dot4}} Gluttonous Feast of Health===&lt;br /&gt;
If offered food by a stranger, the changeling may eat large quantities of it to heal themselves.&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The character eats continuously for three or more hours.&lt;br /&gt;
: –1 The only food and drink available are relatively low-calorie fare.&lt;br /&gt;
: +1 The available food is especially rich, hardy and abundant.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character is offered large amounts of food by a stranger.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The character makes himself ill with the effects of gluttony and inflicts a point of lethal damage on himself.&lt;br /&gt;
* '''Failure''': The character eats and drinks his fill but gains no special benefit from the effort.&lt;br /&gt;
* '''Success''': Each success on the roll converts two levels of lethal damage into two levels of bashing damage or one level of aggravated&lt;br /&gt;
damage into two levels of bashing damage. To use this clause, the character must spend at least an hour in an orgy of gustatory excess. The food’s quality is irrelevant — fast food is just as effective as a five-star feast. The character suffers no ill effects from this mass consumption of food. This clause automatically reduces the worst damage first.&lt;br /&gt;
* '''Exceptional Success''': Other than more levels of damage being downgraded, no special bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==={{dot5}} Red Rage of Terrible Revenge===&lt;br /&gt;
A changeling seeking justice for a loved one may gain a rage that grants them great strength and damage resistance.&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The changeling is heavily armed or wearing armor.&lt;br /&gt;
: –1 The changeling is unarmored and using only improvised weapons.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling is using this Contract to gain justice or revenge for a loved one being killed or badly hurt.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The character becomes frightened rather than furious and attempts to flee combat if possible. If this is not possible, he suffers a –2 dice penalty to all actions for the next scene.&lt;br /&gt;
* '''Failure''': The character fails to invoke the Contract.&lt;br /&gt;
* '''Success''': Each success adds one each to the changeling’s Initiative, Stamina, Strength (which also adds to her Speed), gives him one point of armor, and reduces the wound penalty taken from both bashing and lethal damage by one. The character experiences rage and savage determination to gain victory over his enemies. While he knows friend from foe and can decide which weapons to use and whether to kill or capture an enemy, he will not retreat unless facing overwhelming odds and will never forgo an attack in order to dodge. This battle-fury lasts for one scene and may only occur during or immediately before a combat.&lt;br /&gt;
* '''Exceptional Success''': No benefit other than that gained from 5+ successes.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Smoke</id>
		<title>Smoke</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Smoke"/>
				<updated>2014-10-03T13:48:13Z</updated>
		
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&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Smoke&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=132&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}Stealth, invisibility and soundlessness are the purviews of Contracts of Smoke. Many myths and legends attribute unwitnessed travel to the fae, and changelings themselves are no strangers to the benefits of moving without the notice of those who might wish to keep them under supervision.  What better way to escape a promise than to have simply slipped away unnoticed when the promise needs to be redeemed? After all, if the changeling can’t be there when the individual invokes it, how is the changeling supposed to fulfill it?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
&lt;br /&gt;
===• The Wrong Foot===&lt;br /&gt;
This Contract allows the changeling to change the nature of the marks he leaves when passing through a certain locale. The clause is one of the oldest remembered among even the True Fae, and several fairy legends exhibit Good Folk who left cloven-hoofed tracks or the scent of curdled milk behind hem. Indeed, certain seemings even use this Contract to augment their presences, as with some Fairest who leave a sweet, natural perfume in their wake or loathsome Tunnelgrubs who deliberately ooze a trail of slime to unsettle others.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' No roll is necessary. When The Wrong Foot takes effect, evidence of the changeling’s passing change to resemble something other than the visitation of a humanlike entity. This may be tracks similar to a bird’s three-toed foot, a bloody mist, drips of lavender extract — whatever the character chooses. Note that this Contract always creates the same result, so the character should think about how he wants this to manifest before the first time he uses it, and should clear it with the Storyteller before it comes into play. This substance or mark supersedes all other evidence of passage, so footprints will vanish but the slime-spray will take its place in every case, whether or not the ground was soft enough to hold a footprint. The Wrong Foot does not change the appearance of previously made marks, however. Therefore, this limits the practical application of the Contract in numerous situations, so many changelings have come to rely on The Wrong Foot to leave a sort of “calling card,” whether or not they wish to obfuscate pursuit. Once activated, this Contract functions for the duration of the scene.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Nevertread===&lt;br /&gt;
When the changeling invokes this clause, all traces of his passing vanish. He leaves no footprints in mud, sand, snow or any other surface that would normally hold a mark.  Likewise, his wet feet leave no prints on dry ground. Even grass trampled underfoot or flour scattered on the ground leaves no evidence of the changeling’s movements. '''Note''' that if the changeling remains present at the site of his Nevertread attempts, he may still be discovered by other means. This power does not render him invisible, it just obscures the signs left by his movements. '''Catch''': The changeling must have spent at least an hour barefoot within the past day.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Intelligence]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must have spent at least an hour barefoot within the past day.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' Instead of becoming more difficult to detect, the changeling makes a botch of the procedure, dragging mud or river-reeds or clumps of snow across his trail. Attempts to track the changeling suffering a dramatic failure on the attempt to invoke Nevertread occur at a +2 dice bonus, by whatever method they occur.&lt;br /&gt;
* '''Failure:''' The changeling is unable to obscure marks of his passage.&lt;br /&gt;
* '''Success:''' The changeling erases all traces of his passing. This may simply make it impossible to witness where the character has gone, or it may inflict a –2 dice penalty to attempts to track him, at the Storyteller’s discretion, based on the situation’s circumstances.&lt;br /&gt;
* '''Exceptional Success:''' For all intents and purposes, the character was never there. He’s impossible to track by the method of determining where he may have moved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Shadowpatch===&lt;br /&gt;
Light seems to avoid the changeling when he invokes this Contract, and darkness congeals around him. '''Catch''': The changeling must have spent at least an hour away from natural light (away from windows, open doors, etc.) within the past day.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must have spent at least an hour away from natural light (away from windows, open doors, etc.) within the past day.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' Shadows actually recede from the character, making her more visible. The character suffers a –2 dice penalty to all Stealth-based dice pools that are based on sight (rather than any other sensory detection) for the duration of the scene.&lt;br /&gt;
* '''Failure:''' The Contract fails to function but otherwise creates no detrimental effect.&lt;br /&gt;
* '''Success:''' The character swaths himself with shadows that dampen light, sound, smell and other perceptual stimuli. For the remainder of the scene, he enjoys a +3 dice bonus to Stealth-based dice pools.&lt;br /&gt;
* '''Exceptional Success:''' The bonus is increased to +5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Murkblur===&lt;br /&gt;
The changeling creates a smoky caul over the eyes of his subject, effectively blinding her. Naturally, the subject is aware of this, as her eyesight rapidly becomes so poor as to distinguish more than very bright sources of light. The changeling’s intended target must be within her line of sight for this Contract to work. '''Catch''': The changeling swallows the eye of an animal or insect while invoking the Contract.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Intelligence]] + [[Pool::Wyrd]] vs. [[Pool::Resolve]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling swallows the eye of an animal or insect while invoking the Contract.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The Contract fails spectacularly and painfully, causing a burst of light in the changeling’s own vision that stuns her for the following turn.&lt;br /&gt;
* '''Failure:''' The Contract fails to blind the intended subject.&lt;br /&gt;
* '''Success:''' The subject’s vision fades to darkness. The blindness lasts for the duration of the scene.&lt;br /&gt;
* '''Exceptional Success:''' As with a normal success, only the changeling can terminate the temporary blindness at any point of her choosing before the end of the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Light-Shy===&lt;br /&gt;
This clause grants the changeling the ultimate power of the Smoke purview: it makes him truly invisible. Even mechanical observers such as security cameras won’t detect him. '''Catch''': The changeling must have told a meaningful lie to someone very important to him in the past day, something that could hurt their relationship if the lie was discovered. &lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Intelligence]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must have told a meaningful lie to someone very important to him in the past day, something that could hurt their relationship if the lie was discovered.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character remains visible to everyone but himself. Indeed, he is wholly convinced that he is, in fact, invisible, and only interaction with an outside party will let him know the true nature of his lack of success invoking this Contract.&lt;br /&gt;
* '''Failure:''' The changeling remains visible, unaffected by the intended Contract&lt;br /&gt;
* '''Success:''' The changeling becomes truly invisible, unable to be seen. It is as if the world genuinely believes he isn’t there — he won’t show up in photographs, on video cameras, on infrared scans, anything. This Contract affects only sight, however. If he coughs, the changeling may be heard, and if he smells of grave-dirt, the scent will continue to put people off in the vicinity. This power lasts for a number of minutes equal to the number of successes rolled, though the changeling may choose to voluntarily end the invisibility earlier that that at his discretion.&lt;br /&gt;
* '''Exceptional Success:''' As with a normal success, only the invisibility remains active for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Shade_and_Spirit</id>
		<title>Shade and Spirit</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Shade_and_Spirit"/>
				<updated>2014-10-03T13:37:03Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Shade and Spirit&lt;br /&gt;
|Source=Winter Masques &lt;br /&gt;
|Pages=p.129&lt;br /&gt;
|Type=Seeming&lt;br /&gt;
}}&lt;br /&gt;
At some point in the past, the Gentry apparently bargained even with Death itself. While changelings may not have access to the great boons of immortality and unaging eternity granted to the True Fae, changelings can access lesser boons agreed upon between fae and death. &lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Ghostly Presence===&lt;br /&gt;
The dead are among us, unseen and unheard by the living. This clause allows the changeling to see, hear and speak to any ghosts in her area (same room, or conversational distance outside) in Twilight for a scene.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The ghost is someone the changeling knew in life, or the changeling is a Gravewight.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The clause fails, but the changeling thinks she is talking to a ghost and holds a conversation with empty air.&lt;br /&gt;
* '''Failure''': The changeling can't see or speak to the ghosts.&lt;br /&gt;
* '''Success''': The changeling sees, hears and can speak to ghosts in the area as if they were living.&lt;br /&gt;
* '''Exceptional Success''': The nearest other living individual is also affected by the clause -- whether the changeling wants this to happen or not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Dread Companion===&lt;br /&gt;
Normally the dead are barred from any interaction with the living. This clause thins that barrier. With Dread Companion, a ghost is given the ability to affect one sense (sight, touch, hearing) of everyone participating in the clause for one scene. If Dread Companion is cast indoors, everyone in a single room is susceptible to the clause; if the clause is cast outside, everyone within sight of the changeling using the clause is affected.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling presses a drop of her own blood to the forehead of everyone participating in the clause.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': Instead of giving the ghost the power to interact with the living, a minor, malicious spirit gains the freedom of sensory interaction for the scene. The spirit will act in as cruel and vicious manner it can, with the sense available, for the duration of the scene.&lt;br /&gt;
* '''Failure''': The ghost is unable to interact.&lt;br /&gt;
* '''Success''': The ghost is able to interact with the living for the scene.&lt;br /&gt;
* '''Exceptional Success''': The ghost can be seen as well as whatever other sense has been selected. If sight was the chosen sense, then touch is the one added for free.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Haunting Intercession===&lt;br /&gt;
There are those who desperately wish for one more night with the departed: enemies seeking final vengeance or forgiveness, lovers hoping for one more embrace, mothers who did not get a chance to say goodbye to their sons. A changeling who invokes this clause gives a ghost one more chance to speak and be seen by the living.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Extended]] (one success per target)&lt;br /&gt;
* '''Catch:''' The changeling has set up a &amp;quot;dead supper&amp;quot;: A complete meal served on never-used plates and silver, with a place for everyone who wishes to participate in the intercession, including the ghost.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The ghost is not made manifest to the living; severe poltergeist activity is generated instead. For the duration of the scene, the location is filled with loud noises, horrid smells, hair and clothing are pulled, and the like. The dishes get thrown and shattered, with other fragile objects being a favored target of poltergeist activity.&lt;br /&gt;
* '''Failure''': The ghost doesn't manifest.&lt;br /&gt;
* '''Success''': The ghost materializes fully for the scene. The ghost can be interacted with as if it were alive, from conversation to lovemaking to violence.&lt;br /&gt;
* '''Exceptional Success''': The ghost is material from sunrise to sunset, able to move freely and interact with whomever the ghost chooses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Waking the Dead===&lt;br /&gt;
The dead tell no tales. Most of the time. Invoking this clause allows the changeling to call up a non-sentient echo of the dead and communicate with it. This ghostly shadow is not a true ghost but an echo without self-awareness or intelligence; the echo fades at the end of the scene.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Strength]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Extended]] (one roll per turn, target is four)&lt;br /&gt;
* '''Catch:''' The changeling &amp;quot;feeds&amp;quot; the shade by wounding herself and offering her blood at 1 point of bashing damage per question.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The information provided is incomplete or incorrect in some significant way that is not immediately obvious.&lt;br /&gt;
* '''Failure''': No shade appears.&lt;br /&gt;
* '''Success''': The shade appears, as if standing on top of its grave and will answer one question per success precisely and honestly. The shade will not provide anything beyond what is requested.&lt;br /&gt;
* '''Exceptional Success''': The shade will provide any important extra information that the changeling might not have known to ask for, or knew is needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Opening the Black Gate===&lt;br /&gt;
There is a barrier between the living and the dead, which can only be crossed at great risk. This clause creates a doorway between the mortal world and the Underworld. This passage cannot be created in the Hedge, or Arcadia; attempts to do so are quite likely to draw the attention of the Gentry.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]], 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Extended]] (five successes; each roll represents one turn)&lt;br /&gt;
* '''Catch:''' The clause is invoked at midnight in a mausoleum, and the changeling invokes the laws of hospitality while the clause is in effect.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The passage is one-way. Those who take it will be trapped on the wrong side. The living can enter the Underworld -- but not back -- and vice-versa for the dead.&lt;br /&gt;
* '''Failure''': No passage is made.&lt;br /&gt;
* '''Success''': A passage, the size of a normal door, is created between the land of the dead and the world of the living for one night. When the sun first breaks the horizon in the mortal world, the door shuts forever. Those on the wrong side of it will be trapped unless they find, or make, a new exit.&lt;br /&gt;
* '''Exceptional Success''': The passage lasts for a lunar month. The dead and living can cross over in this location for as long as the location remains intact. If a changeling has used the catch to invoke this clause, she has to maintain the laws of hospitality only for that first night. The changeling has no mystical control over who uses this door; she can only control access in the usual fashion, by guarding it, locking it, bricking it up, etc.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Omen</id>
		<title>Omen</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Omen"/>
				<updated>2014-10-03T05:16:06Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Omen&lt;br /&gt;
|Source=Rites of Spring&lt;br /&gt;
|Pages=108-111&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}Changelings are often people slightly out of time, and time sometimes restricts them less than it does ordinary mortals. The Contracts of Omen can allow changelings to see into the past and the future to a limited degree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===Vision of Strife(•)===&lt;br /&gt;
The changeling looks at someone and gains a vision of the most traumatic and emotionally charged event that the target has experienced.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Empathy Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The target is currently speaking about her past.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character has a vision of an event that never happened to the target.&lt;br /&gt;
* '''Failure:''' The clause fails, and the character has no vision.&lt;br /&gt;
* '''Success:''' The character has a brief vision of the most traumatic and intense negative or harmful event that happened to the target. In all cases, this event is something that filled the target with fear and is likely to be one of the most memorable events in his life. When looking at most changelings, the character usually sees their abduction by the True Fae, and for mortals, typical events include perpetrating or being the victim of violent crime or experiencing some event such as a severe car accident or natural disaster. This vision lasts for only a few seconds, but provides the changeling with a general understanding of the nature of the event the target experienced, as well as a few vivid sensory images of this event. The changeling must look at the target to use this clause.&lt;br /&gt;
* '''Exceptional Success:''' The changeling also gains a general understanding of all of the other major traumatic events that occurred to the target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Glimpse of Fortune’s Favor(••)===&lt;br /&gt;
The changeling examines the outcome of an action she is about to perform. She glimpses her own future and determines the outcome of the action she is about to perform. She can then use this knowledge to improve her chances of success.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]], 2 [[Cost::Glamour]] if cast reflexively&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]] / [[Action::Reflexive]]&lt;br /&gt;
* '''Catch:''' The changeling is playing a game of skill.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character’s glimpse of the future is incorrect, and she suffers a penalty of –2 to the action this clause is being used to assist.&lt;br /&gt;
* '''Failure:''' The clause fails, and the character learns nothing about the future.&lt;br /&gt;
* '''Success:''' Succeeding at this clause allows the player to roll twice for a single instant action that the changeling performs in the following turn, taking the better of the two results. If the changeling spends two points of Glamour, she can use this clause reflexively, applying it to any instant action taken during the same turn that this clause is performed.&lt;br /&gt;
* '''Exceptional Success:''' The character’s knowledge of the future is exceptionally clear and she can apply the 8 again quality to both rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reading the Portents(•••)===&lt;br /&gt;
The changeling looks at a target and sees the most significant upcoming event in his near future.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The target is a child under the age of 18.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling gains a false impression of the target’s future.&lt;br /&gt;
* '''Failure:''' The changeling learns nothing of the target’s future.&lt;br /&gt;
* '''Success:''' The changeling gains a general impression of the most significant or emotionally charged event that the target is going to experience within the next few months. Such events include committing&lt;br /&gt;
or being the victim of a serious crime, getting into a car accident, making or receiving a serious marriage proposal, winning a large sum of money, contracting a serious illness or being fired from a long-term career. By glancing at the target and using this clause, the changeling learns the nature of this event, roughly when it occurs and the general nature of the events surrounding it. If the target’s life is very likely to be relatively uneventful for the next six months, this clause also reveals that fact. The changeling can use this clause on himself by looking in a mirror when using the clause.&lt;br /&gt;
Just as all possible futures, the knowledge gained through the use of this clause is not immutable. The knowledge merely reflects what is most likely to occur if the changeling does nothing to change this future. Some events may be easy for the changeling to prevent, while others may be exceptionally difficult to alter. More than once, a changeling has found to his horror that the very attempt to forestall a fate set in motion the events that brought that fate to pass. Using this clause after making a series of changes may reveal if a previously viewed event is no longer likely to occur, or if the changeling’s actions have instead precipitated some other looming problem.&lt;br /&gt;
* '''Exceptional Success:''' The character gains more details about the upcoming problem. If the character has no upcoming dramatic events coming up, an exceptional success reveals any events that the target hopes for or fears, and how these possible events might be made to occur if changes were made in the target’s future.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Vision of Disaster(••••)===&lt;br /&gt;
The changeling has a brief vision of the immediate future. This vision allows the changeling to be able to replay one turn of play with the knowledge of what happened the first time this turn occurred.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 4 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Reflexive]]&lt;br /&gt;
* '''Catch:''' A trusted friend or ally suddenly betrays the changeling.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The Contract fails, and the changeling suffers a –2 penalty to all Wits rolls for the remainder of the scene due to disorientation.&lt;br /&gt;
* '''Failure:''' The Contract fails, and events play out as they would without any interference or previous knowledge.&lt;br /&gt;
* '''Success:''' The changeling has a clear and vivid vision of the next turn. In play, this means that the player can use this clause at the end of any turn, before anyone else acts. Using this clause resets play back to the end of the previous turn, but with the difference that the changeling now knows what will happen in the next turn if she does nothing.&lt;br /&gt;
None of the events of the turn when the clause was used have any effect on any character and no one except the character who used this clause remembers any of the events of that turn. In effect, the turn when this clause was used is treated as a vision of an impending but not inevitable future. This clause is most useful in situations in which the changeling walks into an ambush, unknowingly sets off a trap or alarm or otherwise makes some critical mistake that could be avoided by adequate foreknowledge. A changeling can use this clause only once during a single scene. Repeated use during the same turn is impossible.&lt;br /&gt;
* '''Exceptional Success:''' In addition to generally knowing what will occur in the next turn, the changeling noticed a host of small details that allow her to act more effectively during this turn. During the turn being replayed, the changeling gains the rote quality to any action she performs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tying the Knots of Fate(•••••)===&lt;br /&gt;
The changeling performs a ritual to forge another person’s fate, causing the target to be very likely to have a single experience within the next month.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] + 2 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Extended]] The target number is the target’s Clarity or Morality (or the equivalent Trait for other supernatural beings). The character can make one roll every 10 minutes.&lt;br /&gt;
* '''Catch:''' The character is using this clause to bless a mortal child less than 18 years old with some form of good fortune.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character dooms himself so that the next important roll he makes will be a chance roll.&lt;br /&gt;
* '''Failure:''' The target is unaffected.&lt;br /&gt;
* '''Success:''' The changeling alters fate so that the target is far more likely to have a single experience named by the changeling. For the next month, all rolls by all characters that would result in this fate coming true for the target gain a bonus equal to the number of successes rolled on this clause. Regardless of whether this experience occurs or not, the effects of the clause end after 30 days have passed. The effects of this clause also immediately end if the target has the stated experience.&lt;br /&gt;
The experience named by the changeling cannot be either wildly improbable or demand significant changes in the world. Going to the moon, becoming ruler of the world, making out with aliens from another planet or living through a nuclear war are all far too improbable or too large-scale events and so cannot be produced. Instead, the fate must be something relatively mundane and not too closely specified — meeting a particular celebrity, losing an unspecified amount of money while gambling, getting into a car crash and being arrested are all possible fates that this clause can encourage.&lt;br /&gt;
The changeling can determine what the experience is, but never its outcome. A car crash might be relatively minor and might not even happen while the target is in her own car; the target might be arrested and then released a few minutes later, because the police made a mistake. Similarly, a character may be fated to be shot, but the shot might simply pierce the target’s hat or coat, leaving her entirely unharmed. Often, the results of this clause are relatively minor, but they can be lethal or otherwise quite powerful, especially if the changeling, or anyone else, attempts to cause this fate to happen. In the case of relatively minor or reasonably likely events, the target is almost certainly going to experience the event even if the changeling and his comrades do nothing to help this occur. However, less likely or more extreme events, such as the target being shot, usually require the changeling and her comrades to help this fate occur.&lt;br /&gt;
A character may invoke a number of impending fates at any given time equal to his Wyrd. Thus, if a changeling with Wyrd 3 has used this clause three times on various friends and enemies, he must wait for one of the fates to occur or for the duration to expire on one of the decreed fates before he may use this clause again.&lt;br /&gt;
* '''Exceptional Success:''' No additional effect occurs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Oath_and_Punishment</id>
		<title>Oath and Punishment</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Oath_and_Punishment"/>
				<updated>2014-10-03T00:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Oath and Punishment&lt;br /&gt;
|Source=Winter Masques &lt;br /&gt;
|Pages=p.47&lt;br /&gt;
|Type=Seeming&lt;br /&gt;
}}&lt;br /&gt;
The Gentry depend on their word, but even in Arcadia there are those who will break bread then betray their host. There thus develops a certain need for Contracts that allow a changeling to sense, pursue and punish oathbreakers. It’s little surprise that these Contracts are most frequently taught&lt;br /&gt;
to Ogres, who have something of a… gift for punishment.&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Pursuer’s Seven-League Leap===&lt;br /&gt;
A changeling who invokes this clause can leap truly prodigious distances. This allows the changeling to jump ravines or leap over buildings as well as long leaps over open ground for one action.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Athletics Skill]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Reflexive]]&lt;br /&gt;
* '''Catch:''' The changeling is pursuing an oathbreaker.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure''': The clause fails to activate. The changeling suffers a -2 penalty to make the jump roll.&lt;br /&gt;
&lt;br /&gt;
*'''Failure''': The clause fails to activate.&lt;br /&gt;
&lt;br /&gt;
*'''Success''': For every success, the changeling can jump 15 feet horizontally or eight feet vertically.&lt;br /&gt;
&lt;br /&gt;
*'''Exceptional Success''': The clause additionally increases the character's Defense score by two for the turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Sense Tainted Vows===&lt;br /&gt;
With this clause, the changeling can determine by touch if the subject has broken any oaths. The taint of a broken oath fades after a year and a day except for severe violations (such as a formal fae pledge) or a broken law of hospitality. This will also include violations that would not fall under the modern legal system, such as adulterers who violate their marriage vows (if their marriage vows included a pledge to forswear all others) or violations that seem minor, such as breaching a Terms of Service agreement for software.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]] vs. [[Pool::Composure]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]], [[Resistance::Contested]]&lt;br /&gt;
* '''Catch:''' The subject is swearing, or has sworn a pledge with the changeling.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure''': The changeling receives the wrong impression.&lt;br /&gt;
&lt;br /&gt;
*'''Failure''': The changeling can't tell if the subject is an oathbreaker or not, and is aware the clause failed.&lt;br /&gt;
&lt;br /&gt;
*'''Success''': The changeling is able to sense the most significant oath or vow broken by the subject that still lingers on the subject. &amp;quot;Significant&amp;quot; is determined by the subject's general understanding of the oath's importance, though the changeling can still sense a broken vow even if the subject did not believe it was at all important. The clause tells the changeling the general nature of the broken promise, such as &amp;quot;marriage vow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*'''Exceptional Success''': The changeling can sense any and all broken vows that still hang about the subject, and gets a faint impression of the details surrounding the most significant violation. For example, a changeling might know sense that an adulterous husband cheated with an alluring brunette in a sordid-seeming bedroom, even if specifics aren't revealed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Inexorable Pursuer===&lt;br /&gt;
Invoking this clause allows the changeling to resist attacks on her Clarity or any Court-derived emotional effects for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling has successfully resisted a Court-based emotional manipulation or attack within the past day.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The changeling suffers a -2 penalty to [[Resolve]] or [[Composure]] checks made to resist emotional or Clarity manipulation.&lt;br /&gt;
* '''Failure''': The changeling suffers mental and emotional attacks as normal.&lt;br /&gt;
* '''Success''': The changeling gains a +2 bonus to any attempts to resist emotional or Clarity manipulation for the scene.&lt;br /&gt;
* '''Exceptional Success''': The bonus rises to +5.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Relentless Pursuit===&lt;br /&gt;
This clause gives the changeling a general idea (direction and rough distance) of where his subject is, so long as they are under the same sky. The clause lasts from sunrise to sunset or sunset to sunrise. “The same sky” is defined as being in the same realm (Arcadia or the mortal world, for example), and the subject and caster are on the same dayside or nightside of the planet.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Extended]] (each successes equals 50 miles between the changeling and the subject)&lt;br /&gt;
* '''Catch:''' The changeling never stops to rest for more than 15 minutes in his pursuit of the subject. The changeling can ride cars or planes but must be the one driving or otherwise controlling the vehicle.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The changeling is given a completely wrong direction.&lt;br /&gt;
* '''Failure''': The changeling cannot sense his subject.&lt;br /&gt;
* '''Success''': The changeling is able to sense the distance and direction of his subject.&lt;br /&gt;
* '''Exceptional Success''': Not only does the changeling know where his subject is, but the changeling gets a flashing vision of what the subject is doing at the very moment the clause is first invoked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Cruel Vengeance===&lt;br /&gt;
Invoking this clause demands that the changeling publicly accuse her subject of oath-breaking. The changeling must also describe the oath or pledge the subject has broken for this clause to take effect. If the subject has, in fact, not broken this vow, the clause does not take effect. If he has, the clause grants him a brutal ability to punish his foe.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:'''  2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]] vs. subject's [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The subject of the clause is a member of the changeling's freehold.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The changeling suffers a-2 penalty on his attack rolls on that specific subject for 1 month.&lt;br /&gt;
* '''Failure''': The clause does not take effect.&lt;br /&gt;
* '''Success''': The changeling's damage is upgraded from bashing to lethal, or from lethal to aggravated, when attacking the target. In addition, his subject's Defense rating is reduced by 2, and the target suffers a -3 penalty to any dice pools made against the character.&lt;br /&gt;
* '''Exceptional Success''': The target's Defense loss is increased to -4 (to a minimum of 0), and the penalty to dice pools made against the character is increased to -5.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Moon</id>
		<title>Moon</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Moon"/>
				<updated>2014-10-03T00:35:33Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Moon&lt;br /&gt;
|Source=Rites of Spring&lt;br /&gt;
|Pages=105&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}The memory of Faerie as a place of madness is more than just poetic metaphor. Some changelings have uncovered ancient Contracts pledged between&lt;br /&gt;
the fae and powers of moonlight and madness. Many Lost are reticent to call on this particular pact, but others grimly note that any weapon may prove useful in their struggle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Lunatic’s Knowing Glance===&lt;br /&gt;
The changeling can instantly tell if anyone she is looking at suffers from a derangement. She also gains some insight into the precise nature of any derangements she sees.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling is dressed as a medical professional and behaves as such a person.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' For the next full scene, the character receives utterly random and false information about who does or does not possess which derangements.&lt;br /&gt;
* '''Failure:''' The clause fails, and character gains no information about the mental health of people she observes.&lt;br /&gt;
* '''Success:''' By spending one point of Glamour, the character instantly knows the nature of any and all derangements suffered by anyone she can see clearly. She can tell a paranoid from a schizophrenic at a glance and can also easily see if someone is completely sane. She can also tell details about the particular type of madness the person has, such as what someone with a phobia is afraid of, what behavior an obsessive compulsive is driven to perform and what a multiple personality’s different personalities are roughly like. This ability lasts for the next full scene. Each success on this roll also provides the character with one die for any attempt to help someone she observes to overcome his derangement. Alternatively, the character can use these dice as a bonus to any attempt to trigger a particularly severe episode of the target’s madness.&lt;br /&gt;
* '''Exceptional Success:''' The character is also able to have some sense of what event triggered the person’s derangement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Maddening Eye===&lt;br /&gt;
By staring intently at someone who already possesses one or more derangements, the changeling can cause those derangements to grow temporarily worse.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]] – [[Pool::Composure]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling is currently suffering from at least one derangement.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character suffers a random minor derangement for one scene.&lt;br /&gt;
* '''Failure:''' The clause fails, and the character cannot cause the target’s derangements to worsen.&lt;br /&gt;
* '''Success:''' If the roll succeeds and the target already possesses at least one derangement, then the target is affected by this clause. Targets with mild derangements always gain the severe version of this derangement. For example, a character who suffers from Fixation temporarily has Obsessive Compulsion, just as a target who suffers from Vocalization temporarily suffers from Schizophrenia. Targets who already suffer from severe derangements gain one additional severe derangement, chosen by the Storyteller. Worsened and new derangements affect the target only for the next full scene; after this time, they swiftly fade, and the target returns to normal. This contact automatically fails if it is used upon a character without any derangements. The changeling must stare intently at a target to use this clause. In addition to reacting strongly to having a new severe derangement, many targets react to the changeling’s stare, and some of the most outspokenly disturbed may claim the changeling did something to them.&lt;br /&gt;
One of the most powerful features of this clause is that after the changeling has successfully used it on one target, for the remainder of the scene, she can use this clause on other targets without needing to spend additional Glamour. The changeling pays the Glamour cost of this clause when the clause is first used. Then, for the remainder of the scene, the character can use this ability on additional targets merely by staring intently at the target and making another roll. If the character fails at any of these rolls, she cannot attempt to use this clause on that target without spending more Glamour, but she can attempt to use the clause on other targets without spending additional points of Glamour.&lt;br /&gt;
* '''Exceptional Success:''' The increased or additional derangement that the target suffers lasts until the sun next rises or sets, whichever comes first. Also, if the target already suffers from a severe derangement, the character can choose which new severe derangement the target gains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Touch of Bedlam===&lt;br /&gt;
With even the lightest of touches, the changeling can cause a target to temporarily suffer from a single severe derangement of the changeling’s choice.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]] vs. [[Pool::Composure]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]] [[Resistance::Contested]]&lt;br /&gt;
* '''Catch:''' The subject has broken an oath to the changeling.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling accidentally suffers the effects of the clause herself.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the target is unaffected.&lt;br /&gt;
* '''Success:''' The changeling can induce a severe derangement of her choice into a single target. The changeling cannot determine the details of the derangement, such as the trigger for hysteria, only the general type of derangement. Also, the changeling cannot induce extreme derangements such as Schizophrenia, Multiple personality or Fugue. In addition, the changeling must touch the target to use this clause. This derangement lasts for only one full scene, after which the target immediately returns to normal. &lt;br /&gt;
* '''Exceptional Success:''' The changeling induces an extreme derangement such as Schizophrenia, Multiple Personality or Fugue in the target. The changeling can also precisely determine the nature of the target’s derangement, such as the particular triggers for Hysteria or the nature of the other personality or personalities for Multiple Personality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• The Madness of Crowds===&lt;br /&gt;
The changeling can induce temporary mass Hysteria, causing everyone around her to temporarily suffer from the same mild derangement.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Expression Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling is playing music, reciting poetry, telling stories or otherwise performing for an audience that consists of most of the people around her.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The clause fails, and the people in the crowd all develop a sense that there is something suspicious and possibly even dangerous about the changeling.&lt;br /&gt;
* '''Failure:''' The clause fails, and the people surrounding the changeling are unaffected.&lt;br /&gt;
* '''Success:''' Everyone else within range suffers from a single mild derangement for the remainder of the scene. This clause affects everyone within 50 yards of the changeling. The changeling is not affected, and can also choose to keep anyone in physical contact with her when she uses the clause from being affected. Characters who move away from the changeling during this scene or who come within 50 yards of the changeling during the scene are not affected; the clause affects only characters who were within 50 yards of the changeling when she first used this clause. The changeling selects which derangement she wishes to inflict upon people. For derangements such as Phobias, she can also choose what triggers the targets are afraid of or fixated on. For example, the changeling doesn’t just inflict everyone within range with a Phobia, she inflicts everyone with a fear of blood. If anyone affected by this clause already suffers from this derangement, that person instead gains the related severe derangement. For example, if the changeling affected everyone with a Phobia of snakes and there was someone present who already had a Phobia of snakes, that target temporarily gains the Hysteria derangement triggered by snakes. At the end, all derangements produced by this clause fade away, leaving the affected individuals to attempt to rationalize the reason for their actions.&lt;br /&gt;
* '''Exceptional Success:''' If the character wishes, she can inflict the related severe derangement upon the crowd.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Lurking Insanity===&lt;br /&gt;
The character can look intently at a target and cause him to develop a latent form of insanity that manifests only when a specific even or type of event occurs.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Subterfuge Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The target has betrayed a close blood relative such as a child, parent, aunt or first cousin.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling suffers from a derangement that is triggered at some particularly inopportune time and that lasts for one scene.&lt;br /&gt;
* '''Failure:''' The clause fails, and the target remains sane.&lt;br /&gt;
* '''Success:''' The changeling can cause the target to develop a single form of insanity of her choice, including either a mild or a severe derangement. This derangement is triggered by a specific pre-determined event, such as the target seeing a certain person or being in fear of her life. The changeling can even induce extreme derangements such as Schizophrenia, Multiple Personality or Fugue. Also, until this event occurs, the target remains as sane as always. The insanity begins as soon as the triggering event occurs and lasts for the next full scene, after which the target returns to normal.&lt;br /&gt;
The trigger can be anything from a general event, such as riding in a car to more specific triggers such as seeing a particular person or hearing a certain phrase, or the trigger can even be triggered at a specific time and date. In addition to being able to determine the type and severity of the derangement, the changeling can also determine the precise nature of the insanity, including the exact nature of the fear involved in the Phobia or Hysteria and the precise nature of the character’s additional personalities in Multiple Personality. If not triggered within 28 days (one lunar month), the clause ends without affecting the target. Also, the changeling must be looking into the target’s eyes to use this clause.&lt;br /&gt;
* '''Exceptional Success:''' The insanity manifests a number of times equal to the changeling’s Wyrd. In each of these cases, the trigger remains the same, but instead of merely occurring once and vanishing forever, the insanity recurs the next several times the target is exposed to the same trigger. The target appears perfectly sane in between these episodes, and this Contract ceases to affect the target after 28 days.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Mirror</id>
		<title>Mirror</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Mirror"/>
				<updated>2014-10-03T00:16:46Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Mirror&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=129&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}The symbolic element of Mirror grants changelings who master its Contracts the ability to perform acts of selfmodification and shapechanging. As might be expected, these Contracts are popular among the fae, who might use these powers for anything from convenience to misdirection to outright deceit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Riddle-Kith ===&lt;br /&gt;
This clause has its roots in purely fae intrigues, allowing changelings to interact with one another without being recognized. It works with the fundamental nature of changeling physiology to allow a changeling to seem as if she hails from some kith or seeming other than her own. Riddle-Kith works exclusively on the general features of a mien, meaning that it creates only the impression that the individual is of a certain seeming. In other words, it won’t allow the changeling to selectively alter her features, nor will it permit the changeling to emulate a specific changeling, but it will give a clear impression of belonging to an entirely different seeming or kith. The new appearance is notably different from the old. For instance, a storm-attuned Elemental resembling a Japanese goblin who chooses to look like an Ogre wouldn’t look like an oni of similar coloration, but is much more likely to look European or otherwise significantly unlike himself. This Contract doesn’t affect the Mask.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must have dined with a member of the selected kith within the past week.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling loses all control of her attempted illusion, instead appearing simply as something utterly unnatural. She may acquire a hodge-podge of beastly features, or her skin may mottle or spall off. The ultimate effect is that the changeling simply looks horrendous for the duration of the scene instead of looking as if she belongs to a distinct seeming, imposing a –1 die penalty to all Presence dice pools (except those related to Intimidation) during that time.&lt;br /&gt;
* '''Failure:''' The Contract changes nothing about the changeling’s appearance.&lt;br /&gt;
* '''Success:''' The changeling takes on the features of a seeming or kith of her choice, though what features, exactly, the Contract bestows are up to the Storyteller. This power lasts until the next sunrise or sunset, whichever comes first, though the changeling may choose to end the Contract before that if she wishes.&lt;br /&gt;
* '''Exceptional Success:''' As with a standard success, though the changeling may choose the exact array of features this Contract grants her, so long as they’re congruous with the seeming she chose.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Skinmask===&lt;br /&gt;
The changeling alters her flesh to appear as another individual. This change affects only a single limb or other aspect of the character, so only her hands or her face or her back can be made to resemble that of another person. This clause is often used to enhance disguises, though it is sometimes used to emulate unique birthmarks, signature tattoos, etc. It affects both Mask and fae mien. The feature so modeled must be a real feature that exists on a known subject, and it must come from a human (or at least partially human) source.&lt;br /&gt;
&lt;br /&gt;
Changelings can use this Contract multiple times to reproduce multiple features, but the cost must be paid each time and the roll must be made each time, as well.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling appropriates an object belonging to the individual whose features she plans to reproduce.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The Contract fails grotesquely, disfiguring the changeling instead of mirroring the model. This may result in a distortion on the face, a withered limb or a horrendous discoloration of the skin. For the remainder of the scene, the character suffers a –1 die penalty to any Presence-based dice pools (except those involving Intimidation) when the disfigurement is visible.&lt;br /&gt;
* '''Failure:''' The changeling fails to emulate the desired feature.&lt;br /&gt;
* '''Success:''' The changeling emulates the feature in question so that it passes inspection by those who would best know the modeled subject. This power lasts for the duration of the scene, though the changeling may choose to end the Contract before that if she wishes.&lt;br /&gt;
* '''Exceptional Success:''' The changeling has so mastered this particular expression of the other character’s physical aspect that she doesn’t have to roll to re-attain this particular feature if he invokes this Contract at a later time. He must still pay the cost as normal, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Transfigure the Flesh ===&lt;br /&gt;
This clause allows the changeling to adjust the size of her body, either shrinking or growing as she chooses.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must steal a garment of clothing either far too large or far too small for her to wear. This garment need not correspond to the change made. That is, a changeling doesn’t need to specifically steal a small garment if she intends to shrink.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character succeeds only in crushing or hyper-extending her internal organs, and suffers a point of lethal damage in the failed attempt to alter her body size.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the changeling is unable to modify her size.&lt;br /&gt;
* '''Success:''' The changeling chooses either to shrink or to grow. The character’s Size then increases or decreases by an amount equal to one-half of the number of successes obtained on the roll (round up). The character may choose to alter her Size by less than this amount, if she wishes. Note that when the character’s Size changes, so, too, does her Health change, which may have some impact on the character’s well-being if she’s suffered any damage. This Contract lasts for the remainder of the scene, though the character may choose to end the Contract at any time before that.&lt;br /&gt;
* '''Exceptional Success:''' As with a normal success (as extra successes increase the versatility of the power), only the character’s Health remains at her regular score if she chooses to shrink herself.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Oddbody ===&lt;br /&gt;
The changeling re-aligns her body’s makeup so that one particular feature becomes something other than human. Examples include forming bestial claws, growing skin like bark or elongating legs.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Strength]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling consumes the threads of a caterpillar’s cocoon.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The clause fails hideously, maiming the changeling for a brief period of time. The character suffers two points of lethal damage and is unable to move for three turns. For five turns thereafter, she may move at only half her normal Speed.&lt;br /&gt;
* '''Failure:''' The Contract fails to provide the manipulated feature.&lt;br /&gt;
* '''Success:''' The changeling creates a unique bodily feature of her choosing. Whatever the feature, the mechanical effects must be one of the following (the changeling’s choice):&lt;br /&gt;
: The feature acts as a natural weapon, granting a one lethal damage bonus.&lt;br /&gt;
: The feature acts as natural armor, effectively duplicating the effects of chain mail (see p. 170 of the World of Darkness Rulebook).&lt;br /&gt;
: The feature grants a +3 Speed bonus.&lt;br /&gt;
: The feature grants a +4 Initiative bonus.&lt;br /&gt;
: The feature renders the character immune to damage penalties.&lt;br /&gt;
Whatever the feature is, it lasts for the remainder of the scene, until the changeling consciously chooses to revert her features back to their normal state, or until the changeling uses this clause again to gain a different feature.&lt;br /&gt;
* '''Exceptional Success:''' As with a standard success, only the Contract is so effective, the Oddbody effect confers the benefits of two features as described above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Chrysalis ===&lt;br /&gt;
Under this clause, the changeling is able to become something wholly other than herself. She may take the shape of any inanimate object roughly her size, and thereby become that object.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Strength]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must commission the creation of an object she wishes to mimic.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling succeeds only in distorting her body and causing herself grief during the process of transformation. Instead of becoming the object, the character blacks out from the pain of the change. She remains unconscious until the player succeeds at a Stamina roll, which may be attempted once each minute.&lt;br /&gt;
* '''Failure:''' The Contract fails to transform the character into the desired object.&lt;br /&gt;
* '''Success:''' The changeling transforms literally into the object of her choosing. The character acquires all the properties of that object, though with added mobility. For example, a character who becomes a man-sized rock is extremely durable and also extremely heavy, while a character who becomes a clock tells time as a normal clock would. A character may also combine this power with other powers that affect her Size or composition, as with Transfigure the Flesh, to allow her to vary the size of the object she becomes.&lt;br /&gt;
Changelings who become objects in this fashion are limited to simple machines and basic materials. As well, they cannot become fanciful substances (though they can appear to be fanciful substances) or complex devices. Thus, a character is fine to become a canoe, a pillar of marble or a roulette wheel, but “a pile of stardust” or “a nuclear bomb made out of dark matter” is beyond the Contract’s reach. As an object, the character has a normal person’s sense of her surroundings. In addition, he has limited functional capacity in his purpose as the object — the roulette wheel could determine its own results, for example, the clock could set its own time and the canoe could propel itself into the current of a river. A chair could walk from place to place, bending its legs. The canoe could not fly, however, and the chair could not sprout “hands” at the ends of its arms or the pillar reshape itself into a statue. This power lasts for the duration of the scene, though the changeling may choose to end the Contract before that if she wishes.&lt;br /&gt;
* '''Exceptional Success:''' The character may change from one object to another while the Contract’s power lasts as an instant action.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Hours</id>
		<title>Hours</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Hours"/>
				<updated>2014-10-02T20:04:35Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Hours&lt;br /&gt;
|Source=Rites of Spring&lt;br /&gt;
|Pages=102&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}The paths to and from Arcadia twist through time and space. Changelings may return after a decade in Arcadia to find only four days have passed, and the reverse is also common. These Contracts represent bargains struck to gain some control over the fickle nature of Faerie time. Actually walking into and out of past and future is impossible for changelings (and probably even the Gentry), but changelings can draw on these Contracts to achieve notable results all the same.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Restoration of Dawn Beauty===&lt;br /&gt;
This Contract allows the user to transform an old, dingy or corroded object into a younger object in better condition. Wilted flowers suddenly appear&lt;br /&gt;
newly picked, yellowed, cracking paper becomes crisp, white and new and corroded metal becomes shiny and smooth.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Crafts Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling or some member of her family owned this object before the changeling was abducted.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The object ages rapidly and crumbles to dust.&lt;br /&gt;
* '''Failure:''' The clause fails, and the device is unaffected.&lt;br /&gt;
* '''Success:''' With a touch, the changeling causes any object up to Size 3 to become as if the object were newly made. A careful examination by either experts or scientific instruments confirms that the object is of very recent manufacture. A pair of old shoes with worn-out soles and brittle shoe leather appear newly made with unworn soles and freshly tanned leather. This clause has no effect on living creatures. However, it can make the decaying remains of plants and animals appear freshly dead. However, this clause does not repair any damage that is not caused by age and does not replace any missing parts other than small pieces that have been worn away or tiny bits that have flaked off from age or corrosion. An old book that was&lt;br /&gt;
torn and charred by a fire appears to be a new book that was torn and charred by a fire. The changeling must touch an object to affect it.&lt;br /&gt;
* '''Exceptional Success:''' The object is also cleaned of all dirt and stains, and becomes more resistant to age, lasting three times as long as normal under normal use.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Frozen Moment===&lt;br /&gt;
The changeling can freeze an object in time for a few minutes. The object cannot be moved or harmed for the duration of the clause.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling performs this clause at sunrise or sunset.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The object flies violently across the room, possibly shattering or harming someone or something else.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the object is unaffected.&lt;br /&gt;
* '''Success:''' The changeling touches an object and freezes it in time and space for up to one scene. The changeling can determine precisely how long he wishes for an object to remain frozen in time. While the clause’s effects last, the object is completely outside of time — the object cannot move or be moved and is immune to all damage. A water glass that the object dropped when this clause is used upon it remains hanging immovably in mid-air with the water unspilled until the duration expires. Also, no time passes for an object, so if an alarm clock was ringing when it was frozen, it remains silently frozen in time for the duration and then finishes ringing as soon as the Contract expires. The changeling can use this clause on any object up to Size 3, and much touch the object to use it. This clause cannot be used on living or undead creatures.&lt;br /&gt;
* '''Exceptional Success:''' The object can remain frozen in time until the sun next rises or sets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Thief of Days===&lt;br /&gt;
This Contract causes an inanimate object to rapidly age by the character staring at the object. In a few moments, the changeling causes the object to age and decay as if years or decades have passed.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Investigation Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling knows the name of a former owner of the object, who’s now dead.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' Some object the changeling carries or wears suffers the effects of this clause.&lt;br /&gt;
* '''Failure:''' The clause fails, and the object is unharmed.&lt;br /&gt;
* '''Success:''' By staring intently at an object no more than a number of yards equal to the character’s Wyrd away, the changeling can cause the object to corrode and decay. Each success rolled on this clause causes one level of damage to the object, ignoring the object’s Durability. If the object is examined by experts or specialized instruments, all damage caused by this clause appears to have been perfectly natural and to have been caused by the ravages of time. The changeling can affect any object up to Size 10 with this power, but this clause cannot be used to affect living creatures. Tokens and other fae objects cannot be affected by this clause, as they are partially outside time.&lt;br /&gt;
* '''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Flickering Hours===&lt;br /&gt;
The changeling learns to alter the rate time passes for her while she is in the Hedge. She can cause time to pass either faster or slower for her and her companions while they are in the Hedge.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character smashes a clock, watch or other timekeeping instrument as she activates the clause.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character loses control over the dilating time; she may find upon her return that far more or far less time has passed than she had hoped.&lt;br /&gt;
* '''Failure:''' The clause fails, and time for the character passes the same in the Hedge as in the mortal world.&lt;br /&gt;
* '''Success:''' The character can change the rate that time passes for her and her companions while they are in the Hedge. She must use this clause when she enters the Hedge, and the altered time rate affects&lt;br /&gt;
her and any companions who enter the Hedge with her. She can cause time to pass either faster or slower in the Hedge, with the degree of difference based on how many successesshe rolls.&lt;br /&gt;
: ''Dilation per Successes''&lt;br /&gt;
: 1 success x2&lt;br /&gt;
: 2 successes x3&lt;br /&gt;
: 3 successes x4&lt;br /&gt;
: 4 successes x5&lt;br /&gt;
: 5 successes x6&lt;br /&gt;
If she rolls three successes, she can cause time to pass either four times faster or four times slower for her and her companions while they are in the Hedge. She could spend eight hours in the Hedge, and when she returned to the mortal world, either 32 hours or two hours will have passed. This Contract is an excellent way to pass time quickly or to retreat to the Hedge to sleep, heal or find time to finish an important project in an unnaturally short amount of time. The one limit on this Contract is that this differential time rate affects everyone who accompanies the changeling on that particular trip into the Hedge; this differential time rate ends for all of these characters as soon as any of these individuals leaves the Hedge.&lt;br /&gt;
* '''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Leaping Toward Nightfall===&lt;br /&gt;
The changeling causes a person or object to jump forward in time. The target instantly vanishes and reappears at the predetermined time. No time at all&lt;br /&gt;
passes for a person or object sent forward in time.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 4 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Investigation Skill]] + [[Pool::Wyrd]] or [[Pool::Investigation Skill]] + [[Pool::Wyrd]] vs. [[Pool::Composure]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]] or [[Action::Instant]] + [[Resistance::Contested]]&lt;br /&gt;
* '''Catch:''' The changeling uses this ability when the object or person is touching or moving through a gateway into the Hedge.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling accidentally slows herself in time for one scene. She reduces her Speed and Initiative rolls by half (round down) and gains a –2 penalty to all Dexterity and Wits rolls for the scene.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the target does not move forward in time.&lt;br /&gt;
* '''Success:''' The changeling sends the target forward in time. She can use this Contract on any object of Size 10 or less or on any person or supernatural being. Sending living beings ahead in time requires a contested roll. The changeling must touch the target when using this Contract. The number of successes determines how far into the future the changeling can send the person or object. The changeling can determine down to the second precisely how far in the future she wishes to send the target, as long as this time is less than the maximum allowed by the number of successes she rolls.&lt;br /&gt;
: ''Successes / Future Time''&lt;br /&gt;
: 1 success / One turn&lt;br /&gt;
: 2 successes / One minute&lt;br /&gt;
: 3 successes / One hour&lt;br /&gt;
: 4 successes / One day&lt;br /&gt;
: 5 successes* / 1 week&lt;br /&gt;
: * Add one week per additional success.&lt;br /&gt;
The target appears at the future time in the exact same space the target occupies in the present. If some object occupies this location in the future, the target appears as close to its original location as the target possibly can.&lt;br /&gt;
One serious drawback to this clause is that the changeling cannot retrieve the target earlier. Once the target has been moved forward in time, nothing and no one can gain access to the target before the clause’s duration is up.&lt;br /&gt;
* '''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Hearth</id>
		<title>Hearth</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Hearth"/>
				<updated>2014-10-02T19:21:32Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Hearth&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=127&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}__NoTOC__Hearth Contracts are a broad path of beneficial effects, boons that a changeling can grant to an individual or himself when he needs and extra edge or just a little bit of influence from something greater than himself. Folklore is rife with fairies using powers similar to these, and they fit the archetype of “the fairies bless you in some way.”&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Fickle Fate===&lt;br /&gt;
It’s easier to curse than to bless. The individual affected by Fickle Fate seems to perform poorly in whatever task he sets himself to. It’s almost unheard of to invoke Fickle Fate for oneself — who wants to fail at what he attempts?&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Effect:''' The subject of Fickle Fate makes the roll for his next actively attempted instant action, whatever it is, at a –2 dice penalty. Actively attempted actions are those things the character consciously undergoes the effort of doing, not things that occur automatically or reflexively. For example, jumping from a moving car or performing an oratory before the duke would be an actively attempted action, while seeing if wounds force a character into unconsciousness or reflexively resisting some supernatural power would not be.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Ban:''' The character invoking Fickle Fate may not use it to affect the same subject more than once an hour. If he does, the Fickle Fate visits him on his next attempted action instead of his intended victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Favored Fate===&lt;br /&gt;
As with Fickle Fate, this clause alters the flow of fortune when a subject attempts an action. Favored Fate, though, makes for more appealing results: songs sound a little better, bullets find their mark and the acid-tongued critic thinks of just the right thing to say at the very moment he needs to say it. Favored Fate is a more lofty clause than Fickle Fate (that is, it’s classified as a higher dot rating) because it’s harder to create than destroy, and the results of this power are typically more positive.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Effect:''' The beneficiary of Favored Fate makes the roll for his next actively attempted instant action at a +4 dice bonus. Again, actively attempted actions are those things the character consciously undergoes the effort of doing, as described above.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Ban:''' If Favored Fate is used to augment the same specific type of action — shooting at an enemy, climbing a balcony, chasing prey — before the sun has risen or set since the last attempt it affected, the powers that be frown on the abuse of their attentions. Each time this occurs, one action, decided upon by the Storyteller for dramatic effect, automatically fails, with no dice roll involved. This is just a standard failure and will not yield a dramatic failure result, so it’s best used on actions that would normally not depend upon a chance die.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Beneficent Fate===&lt;br /&gt;
By altering the attentions of fortune, the changeling guarantees success on his subject’s next endeavor.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Effect:''' The subject of the Beneficent Fate makes no roll for his next actively attempted instant action. As always, actively attempted actions are defined as actions the character consciously undergoes the effort of doing, as described above. The character automatically achieves a single success on the attempt, as if she had made whatever roll was necessary and factored in all the modifiers before casting the dice. Obviously, Beneficent Fate may not help much in a contested action, as the one success it provides can be readily outstripped by the character’s opponent. Attacks also inflict only one point of damage; a called shot to the head grazes the temple rather than inflicting an instant kill, for instance.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]]&lt;br /&gt;
* '''Ban:''' A subject may benefit from the favors of Beneficent Fate only once per day. If the Contract is invoked on a single character more than once in a single day, the subject’s next actively attempted instant action is instead resolved with a chance die, regardless of what dice pool or modifiers actually apply to the roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Fortuna’s Cornucopia===&lt;br /&gt;
This clause provides a curious, open-ended blend of luck and the competence of the individual favored by it. It’s often said that you get out of your efforts what you put into them, and nowhere is this more true than under the benediction of Fortuna’s Cornucopia.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Effect:''' The beneficiary of Fortuna’s Cornucopia makes the roll for his next actively attempted instant under the benefit of the 8 again rule. Actively attempted actions are those things the character consciously undergoes the effort of doing, as described above. The 8 again rule is described on p. 134 of the World of Darkness Rulebook.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Ban:''' If Fortuna’s Cornucopia is visited upon an individual more than once in a single day, the Contract fails to grace the subject in its standard manner. If this blessing is invoked more frequently for the character, one action, decided upon by the Storyteller for dramatic effect, automatically results in a dramatic failure, with no dice roll involved. The fates treat these as general dramatic failures, not to be automatically construed as catastrophic failures or fatal failures. For example, a character may accidentally reveal his identity when he’s trying to masquerade as someone else (as opposed to simply failing to convince his mark that he’s another person).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Triumphal Fate===&lt;br /&gt;
The blessings of Triumphal Fate are significant, as suggested by the name of the clause. Simply put, any effort made under the auspices of Triumphal Fate is bound for roaring success.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Effect:''' The recipient of the Triumphal Fate doesn’t make a roll at all for the action designated by the changeling invoking the power. Instead, he achieves an exceptional success on that action. Note, however, that Triumphal Fate works only on extended actions. As well, it doesn’t work on extended, resisted actions. Only a singular effort on the part of the individual may gain the benefits of the Triumphal Fate, such as writing a symphony, researching a lost secret or building a device. The Triumphal effort also occurs in as short a time as possible: whatever the normal die roll time measurement is, the effort takes only one increment to perform. Note also that this Contract generates the minimum number of successes necessary to create an exceptional success.&lt;br /&gt;
Although the product of a Triumphal Fate is indeed superior, Storytellers are encouraged to sow a seed of doubt into those results. Such flaws shouldn’t be obvious, as the Triumphal Fate certainly earns its name, but because the masterpiece came as a result of supernatural blessing and not the true innovation of the creator, some degree of that artifice should be evident to a fellow master who inspects the work. For example, the symphony might have a single hollow note, the lost secret may omit a tiny danger or drawback (while exposing all others), or the device might require more electrical power than it seemingly should. In all cases, these flaws should be evidence of the imperfect powers that generated them, and not massive design failures that would make an opus a laughingstock.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Ban:''' Triumphal Fates come only rarely, and those who would supplant the Muses with whatever inscrutable powers that inspire this Contract’s successes are in for an ugly surprise. If any character is set to be the beneficiary of a Triumphal Fate more than once within a period of a year and a day, the action designated for the Triumphal Fate is doomed to be a dramatic failure instead of an exceptional success. The architects of Fate aren’t stupid, though, and a changeling who attempts to deliberately set up a failure in this method is going to find himself the recipient of disaster, instead. In fact, trying to wrangle this Contract in that manner probably generates a result beyond what mere rules can suggest. But believe us, if there were such a thing as a “horrendous failure, and malignant aftermath” on a die roll, changelings who try to contrive a situation like this would earn it.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Four_Directions</id>
		<title>Four Directions</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Four_Directions"/>
				<updated>2014-10-02T19:11:53Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of The Four Directions&lt;br /&gt;
|Source=Winter Masques&lt;br /&gt;
|Pages=134&lt;br /&gt;
|Type=Court&lt;br /&gt;
}}These Contracts were founded long ago by those of the directional Courts, and generally help a changeling find his way in this world — or cause others to lose theirs. It’s not just about the so-called cardinal directions; it’s about the space in which a changeling exists, and his innate understanding of how all the world and universe moves around him. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Mindfinder===&lt;br /&gt;
The changeling is able to track down another individual without any tracking skills or other information. It doesn’t provide the character with the target’s location, only the direction of that location. Mystically, the target’s chi or internal energy suddenly appears on the character’s internal radar — it may manifest as a faint humming sound that increases as one gets closer, or even a flash of light or a “floater” in one’s vision that changes as the distance between character and target decreases.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Survival Skill]] + [[Pool::Wyrd]] – target’s [[Pool::Wits]]&lt;br /&gt;
* '''Action:''' [[Action::Reflexive]]&lt;br /&gt;
* '''Catch:''' The changeling has a lock of hair from the target.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character’s internal compass goes wild, causing dizziness and headaches. The character suffers a –1 penalty to all rolls until she secures eight hours of uninterrupted sleep.&lt;br /&gt;
* '''Failure:''' The character is unable to get a bead on the target.&lt;br /&gt;
* '''Success:''' For the next hour, the character knows in what direction the target is. If the target moves, the character’s sense of direction toward the target adjusts accordingly. Note that the target may be moving in the opposite direction, and Speed may end up a factor in if one is able to outpace the other. The character can reactivate this clause once the hour is up in an endeavor to continue tracking that same target. Doing so, however, becomes more and more difficult as the hours go on — with each subsequent hour after the first, the character suffers a cumulative –1 penalty to the roll to activate Mindfinder.&lt;br /&gt;
Note that the character must have at least met the target in question, even in passing. She cannot use this clause to locate targets she has never before encountered.&lt;br /&gt;
* '''Exceptional Success:''' The power works for two hours instead of one on this activation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Finding the Flow===&lt;br /&gt;
The character finds that his movement is aided by a preternatural flow that he did not before possess — perhaps he feels in step with the southerly warm wind or the harsh gales sweeping from the north. Perhaps he simply feels in tune with every element in his proximity.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character successfully meditated for one full uninterrupted hour within the last 24 hours.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character’s movements are cursed for the remainder of the scene. All Physical dice pools suffer a –2 penalty during this time.&lt;br /&gt;
* '''Failure:''' The character is unable to find his directional flow.&lt;br /&gt;
* '''Success:''' The character can ignore a number of environmental dice penalties equal to successes gained (maximum of five penalty dice ignored). This works only on environmental penalties that would hamper Physical dice rolls (for instance, during a fight on an icy street, driving through a flooded parking lot, jumping across a chasm in gale-force winds or while picking a lock in total darkness). The character’s body seems to move almost of its own accord, aided by the balancing forces of the four directions. The effect lasts for a scene.&lt;br /&gt;
* '''Exceptional Success:''' The character also gains +1 to his Defense during this time — he finds himself almost supernaturally attuned to incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Inequity of the Center===&lt;br /&gt;
In much of Asia, the “center” is as much a direction as north, south, east or west. One’s center is, to a point, one’s current location but it’s also more than that — it’s the axis of that person’s very being upon which all of space and time swings. This clause disrupts one’s sense of self, staggering the flow of chi in the brain and body — or, in less mystical terms, upsets the magnetic balance of a target’s internal compass with a directional curse.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]] versus opponent’s [[[Pool::Survival Skill]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling succeeds in touching a magnet to the target’s bare skin (requires a successful touch attack).&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character loses his own center. Assume that the negative effects that would plague the intended target now plague the character, instead (see below under “success”).&lt;br /&gt;
* '''Failure:''' The curse fails to take hold (the opponent gets the same or more successes).&lt;br /&gt;
* '''Success:''' The character rolls more successes. The target feels slightly confused and dizzy, particularly in regard to his location. In system terms, the target’s Speed is halved (round down) for the remainder of the scene. This also applies to any vehicle in which the character drives or is a passenger. In story terms, this manifests in a number of ways. If walking, running or driving, the character makes persistent wrong turns without meaning to — in meaning to run through the doors of the restaurant, he accidentally instead walks into the alley just behind the restaurant without realizing he’s done so. In&lt;br /&gt;
driving, he perhaps pulls into a dead-end or cul-de-sac, or maybe finds himself hemmed in by construction while the character’s own vehicle is able to handily escape. (In this way, the curse may manifest as obstacles as well as wrong turns.) While the target’s actual Speed is technically unaffected (a man walking 10 miles per hour still walks 10 miles per hour), the Speed score sees a drop because of constant wrong turns, obstacles and interruptions.&lt;br /&gt;
* '''Exceptional Success:''' The confusion further affects the target’s balance, and he assumes a –1 Defense for the remainder of the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• The Hundred Steps===&lt;br /&gt;
With this clause, a changeling protects his domicile — up to a thousand square feet — from intruders. The clause requires him to walk 100 steps away from his domicile in each of the four directions before the clause can take full effect. &lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]] and 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Pool::Extended]] (one roll is equivalent to one minute, successes required increase with the size of the space protected; a 100-square-foot room requires five successes, a 500-square-foot room requires 10 successes and a 1,000-square-foot room requires 15 successes)&lt;br /&gt;
* '''Catch:''' The character has two working compasses somewhere on his body at the time of the clause’s activation.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The supposedly protected room rejects the character. For as long as he remains within that space, he suffers flulike symptoms (chills, fever, coughing, nausea) that cause him a –3 dice penalty. The flu-like effects fade immediately when he leaves the space. The space remains cursed in this way for 12 hours.&lt;br /&gt;
* '''Failure:''' The character fails to call the four directions to protect his chosen space.&lt;br /&gt;
* '''Success:''' The space is blessed by the four directions that conspire to protect it from intrusion. If the space is a room or building with exits and entry points, anybody besides the character must make a successful Lockpicking roll (five successes necessary) just to open a door, window, or other point-of-entry (such as a gate, grate, manhole cover, etc.). Even if the point of entry isn’t or cannot be locked, it becomes locked during this time (even so far as manifesting a keyhole during this time frame). If the space protected has no walls, then the general area gains the following blessings, but can be penetrated without fail (as there are no points of entry able to feature the mystical locks). Once inside, anybody besides the character suffers several ill effects. His Defense and Initiative scores are halved (round up). Also, changelings and the True Fae cannot access their Contracts in this space (though they can affect the space from outside of it with no problem). The Storyteller might also declare that other supernatural creatures cannot access their magic in the protected space (vampires are cut off from Disciplines, werewolves from Gifts, Prometheans from Transmutations, mages from their spells, etc.). In story and setting terms, all but the character feels “off” while in the space. They find objects are always in their way, the might inadvertently trip on loose floorboards or simply feel queasy as they smell something strange, feel unnaturally warm, or suffer from a chill wind at their backs. This blessing lasts until the next sunrise or sundown, whichever comes first. However, the character may continue the benefits without rolling by expending an additional two Glamour (the catch does not apply, here). If the character does so, the benefits extend for another 24 hours. He can continue these effects indefinitely.&lt;br /&gt;
* '''Exceptional Success:''' Not only is the space itself blessed, but the character using the clause finds himself blessed, as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Harmony of Portals===&lt;br /&gt;
A changeling using this clause can step through one door and walk out another one miles away — in no more time than it takes to blink an eye.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Reflexive]]&lt;br /&gt;
* '''Catch:''' The character possesses the key to both doors.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character steps through the door and appears in a particularly dangerous part of the Hedge.&lt;br /&gt;
* '''Failure:''' The character walks through the doorway and comes out the other side.&lt;br /&gt;
* '''Success:''' The character walks, climbs or crawls through one portal and exits out another portal of his choice within a number of miles equal to his Wyrd score. This has a few restrictions. First, it requires that each portal be closeable in some fashion — a door on hinges, a manhole cover sliding over the hole, a trap door to be shut, etc. Second, the changeling cannot come out a random door. He must have in the past seen the portal out of which he cares to exit. Choosing a random door dumps him into the Hedge — which may be fine, but it may also put him in great danger, as this portal into the Hedge is only one-way.&lt;br /&gt;
* '''Exceptional Success:''' The character can choose an exit portal within a range equal to twice his Wyrd score in miles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Forge_Contracts</id>
		<title>Forge Contracts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Forge_Contracts"/>
				<updated>2014-10-02T18:44:23Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Forge&lt;br /&gt;
|Source=Rites of Spring &lt;br /&gt;
|Pages=p.99&lt;br /&gt;
|Type=Seeming&lt;br /&gt;
}}&lt;br /&gt;
The Gentry can reshape Arcadia with a whim and impose significant changes on the mortal world. Changelings lack this level of power, but can learn to alter and shape the reality of the mortal world in small ways, and to shape the Hedge in a more profound fashion. &lt;br /&gt;
&lt;br /&gt;
Contracts of the Forge are considered affinity Contracts for the Wizened.&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
==={{dot1}} Rewriting the Image ===&lt;br /&gt;
The changeling can alter the details of any two-dimensional image, including paintings, photographs and video clips. The basic form of the image cannot be changed but all of the details can be, allowing the changeling to transform an image of one person into the image of someone else. This clause cannot alter writing -- the changeling could twist the face in a driver's license or political ad, but not alter the birth date or campaign slogan.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Expression Skill]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: -1 The image is larger than the changeling&lt;br /&gt;
: +1 The changeling touches the photograph, poster, DVD or videotape&lt;br /&gt;
: -1 to -5 -1 per six seconds of moving footage being altered&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling is changing an image of someone else into the changeling's own image.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''':  The image is changed in some manner that is detrimental to the changeling or her immediate goals.&lt;br /&gt;
* '''Failure''': The Contract fails, and the image remains unchanged.&lt;br /&gt;
* '''Success''': The image that is the target of this clause shifts and alters, but retains its basic form. An ID photo remains a close-up image of someone's face, but the changeling can determine whose picture is on this ID. Similarly, a grainy and dimly lit video of a robbery remains a grainy video of a robbery, but the changeling could replace blurry faces with clearly visible ones of her choice, or if the individuals shown were already clearly visible, it could show a different robber, a different victim or both. This clause works equally well on still and video images, and can be performed upon any single image or video regardless of size. However, affecting the image in a TV program changes only the image shown on one particular TV set; the images shown on other TV sets are unaffected. All changes last for the duration of the scene. This clause can affect everything from an ID photo to a large billboard, and the image appears to be authentic even under magnification or careful observation. However, this clause affects only photographs or videos; it has no effect on drawing, paintings or printed words and explicitly cannot be use to change the denomination of paper money&lt;br /&gt;
* '''Exceptional Success''':  The change to the image is permanent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==={{dot2}} Trivial Reworking ===&lt;br /&gt;
The changeling can temporarily reshape a small object in relatively minor ways.&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Crafts Skill]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: -1  The changeling does not have a chance to spend at least a minute examining the object before using this Contract upon it&lt;br /&gt;
: +1 The changes are especially minor, such as changing the name and address on an ID card&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling is reshaping an item that she stole from someone so that the changeling can use it against this person.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''':  The object breaks in the process of reshaping itself and can no longer be used for any purpose.&lt;br /&gt;
* '''Failure''': The Contract fails, and the object is unharmed.&lt;br /&gt;
* '''Success''': The changeling can take any object of Size 1 that she can easily hold in one hand, and reshape it to into a similar object. The changeling could transform a house key to be the key to another house, including the one she is standing in front of. She could instead reshape a stolen driver's license so that it has her picture on it and contains whatever name and other information she wishes, and she could even transform this license into a corporate ID card or the official ID of an FBI agent. In addition, she could reshape a .45 bullet so that it becomes a 9mm pistol bullet that can be fired from a 9mm pistol. However, this clause cannot change objects in more extensive ways. A key to a piece of luggage could not be transformed into a house key, and a driver's license could not be made into a credit card. A house key must remain a house key; an ID card must remain some sort of ID card. In addition, these changes cannot be used to alter any electronic data stored in the item. These changes last for only one scene. Also, carefully examining the object reveals that it is a clever fake. Money, ID cards or similar items will not pass either an examination by an expert used to finding fakes or any sort of instrument designed to indicate authenticity. Also, this clause cannot be used on any object that was created using a Contract; this clause can only be used on real objects.&lt;br /&gt;
* '''Exceptional Success''':  The object remains in its new form until the sun next rises.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==={{dot3}} Discreet Conjuration ===&lt;br /&gt;
The character can remove a small object from a pocket, desk drawer or other location where the object could be -- even though, before this Contract's use, the object wasn't there at all.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: -1 The changeling is removing the object from either her clothing or from a piece of furniture in her home&lt;br /&gt;
: +1 The changeling is removing the object from a drawer, bag or other object that she has never opened before&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:'''  The changeling is paying an enemy for some information or service with a valuable object of some sort.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The character pulls out an item that is useless and exceedingly awkward, such as drawing a fake but exceedingly realistic pistol in an airport or a piece of broken drug paraphernalia when talking to a police officer.&lt;br /&gt;
* '''Failure''': The Contract fails, and the character finds nothing new in the pocket, drawer or other location.&lt;br /&gt;
* '''Success''': The character reaches into some relatively small location she cannot see into, such as a pocket, handbag or desk drawer, and pulls out an item that fits comfortably in one hand and that has a maximum Size of 1. This item can be anything the character has handled before, and cannot be larger than a cell phone, a pistol or some similarly sized object. The item is fully functional -- a pistol shoots bullets, a cell phone can make and receive calls and a digital camera can take pictures. The item is ready to use, full of ammunition, film or battery charge, though it's the simplest version available. A pistol might have a full complement of bullets, but it wouldn't be conjured with Teflon or hollow point rounds, much less silver or other unusual forms of ammunition. However, although the item can look very much as if it were made of precious materials such as gold or diamonds, in reality the item is made from clever fakes, a fact that becomes obvious after close observation. The item is also a relatively generic item of its kind and lacks small details such as serial numbers. The character can pull out a passport or credit card, but cannot determine whose face and name are on it. He could conjure a vial of acid, but would have no control over its strength. Certain properties are unavailable; this power cannot create radioactive materials or holy water, for instance. Also, whether the character pulls out cash, a credit card or an object that can be sold, the maximum value that can be obtained by using this clause is $100. Finally, this clause cannot produce objects made of iron. The object vanishes after one scene or as soon as it is either out of the character's hands or the character ceases paying attention to it, whichever comes first.&lt;br /&gt;
* '''Exceptional Success''': The character can determine the exact features of the object, such as the name and picture on the passport, the particular model of cell phone or pistol or what sort of ammunition the pistol carries. However, the object still lacks small details such as serial numbers and is no more valuable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==={{dot4}} Hidden Reality ===&lt;br /&gt;
The changeling can create or change some minor feature of her surroundings that was not previously obvious.&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: -1 to -3 The change is either large enough that a careful observer might have noticed it before, or unlikely enough that its presence is surprising&lt;br /&gt;
: +1 The change is minor and completely expected, such as a room having an additional electrical outlet&lt;br /&gt;
* '''Action:''' [[Action::Reflexive]]&lt;br /&gt;
* '''Catch:''' The character is creating a way out of a place where she has been confined against her will.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': Reality resists the changeling's efforts, causing her to lose an additional point of Willpower and preventing her from using any Contracts of the Forge for the rest of the scene.&lt;br /&gt;
* '''Failure''':  The clause fails, and the changeling fails to change her environment.&lt;br /&gt;
* '''Success''': The changeling creates some feature of her surroundings that was not previously obvious and so might have been present naturally. For example, she causes a pair of bars in a cell to be loose enough to be removed if she tugs on them hard enough. Similarly, she can create a hidden catch that opens a door, cause a normal door to be left unlocked or an electrical outlet that was hidden behind a table. In all cases, the change must be small and relatively reasonable. This change cannot create anything larger than Size 1, and cannot create unlikely features such as pit traps or land mines underneath someone's doormat. Similarly, if leaving a door unlocked would trip sensors that would register this fact, then causing the door to be left open is impossible. All changes vanish or simply cease to work after one scene or as soon as the character ceases paying attention to it, whichever comes first.&lt;br /&gt;
* '''Exceptional Success''':  The change remains for one full scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==={{dot5}} Paths of Desire===&lt;br /&gt;
The character can open a gateway that leads to anyplace in the Hedge that the character has ever visited before.&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] + 2 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Academics Skill]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: -2 The character visited this location in the Hedge only once and hurried through it so rapidly that she was unable to gain a clear impression of it&lt;br /&gt;
: +1 The character has visited the location in question several times and knows it well &lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character has buried a vial of his own blood in the soil of the desired location&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': Although the doorway seems to lead to the desired locations, in actuality the character ends up completely lost in an unknown portion of the Hedge.&lt;br /&gt;
* '''Failure''': The Contract fails, and the character fails to open a doorway into the Hedge.&lt;br /&gt;
* '''Success''':  The character touches a doorway or other possible entrance into the Hedge and uses this clause to open a doorway that leads to any location in the Hedge that the character has visited before. This doorway remains open only for a number of turns equal to the successes rolled for this clause; after that, the doorway shuts and cannot be reopened. This clause cannot be used while the character is inside the Hedge, and so the character must find another way out. In addition to being a swift way to reach a source of goblin fruit or a Hollow, the character can travel to a portion of the Hedge a few feet from any entrance into the Hedge that the character has ever used, allowing exceedingly rapid transport though the Hedge. Characters cannot use this clause to travel to any location in the Hedge that they have not previously visited. Attempts to do so automatically fail, but do not cause dramatic failures.&lt;br /&gt;
* '''Exceptional Success''':  The gateway into the Hedge remains open for half an hour, allowing the characters to come and go as they please during this time. At the end of this time, the entrance vanishes and cannot be reopened except by using this clause again in the mortal world.&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Fleeting_Summer</id>
		<title>Fleeting Summer</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Fleeting_Summer"/>
				<updated>2014-10-02T18:21:12Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Fleeting Summer&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=155&lt;br /&gt;
|Type=Court&lt;br /&gt;
}}The Contracts of Fleeting Summer give a changeling the ability to influence the wrath of those around him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Baleful Sense===&lt;br /&gt;
The character senses the greatest source of wrath nearby.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' None&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character is angry when he invokes this clause.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character becomes enraged, and the clause pinpoints only him.&lt;br /&gt;
* '''Failure:''' The character cannot locate wrath in his vicinity.&lt;br /&gt;
* '''Success:''' The character becomes aware of the greatest concentration of wrath (in any form) within a mile radius. He knows the direction and approximate distance, and approximately how many people are involved.&lt;br /&gt;
* '''Exceptional Success:''' The character also learns the cause of the anger and approximately how many people are intimately involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Goblin’s Malignance===&lt;br /&gt;
The character redirects the subject’s wrath onto a new target, most likely himself.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Summer) • or [[Court Goodwill]](Summer) •••&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Persuasion Skill]] + [[Pool::Mantle]](Summer) vs. [[Pool::Composure]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +3 The subject redirects anger onto the character.&lt;br /&gt;
: –1 The subject has no reason to be angry at new target.&lt;br /&gt;
: –2 The subject likes or is loyal to new target.&lt;br /&gt;
: –3 The subject redirects anger off the character.&lt;br /&gt;
* '''Action:''' [[Action::Instant]] [[Resistance::Contested]]&lt;br /&gt;
* '''Catch:''' The current victim of the subject’s wrath owes the character a favor, or the subject has red hair.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The subject’s anger redoubles, ensuring that she will focus on her victim for the rest of the scene. No attempt to change her focus works for that length of time.&lt;br /&gt;
* '''Failure:''' The character fails to redirect the subject’s wrath.&lt;br /&gt;
* '''Success:''' The character redirects the subject’s wrath onto a target of the character’s choice. The target must be present, and the subject must be aware of the target. As an exception, the character may always make himself the target of the subject’s wrath, which explicitly makes the subject aware of the character.&lt;br /&gt;
* '''Exceptional Success:''' Subjects of this clause rationalize the change of focus and anger to themselves after the fact. (“He was on her side,” “I knew he was talking trash about me,” etc.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Friendless Tongue===&lt;br /&gt;
The character incites a person to uncontrollable wrath through innocent-seeming conversation.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Summer) •• or [[Court Goodwill]](Summer) ••••&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Subterfuge Skill]] + [[Pool::Mantle]](Summer) vs. [[Pool::Composure]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The subject is easily roused to anger.&lt;br /&gt;
: +1 The subject has “issues” with her current focus.&lt;br /&gt;
: –1 The subject is extremely unlikely to become angry at her current focus under normal circumstances.&lt;br /&gt;
* '''Action:''' [[Action::Extended]] (successes required equal to the subject’s Willpower; each roll represents one minute of conversation with the subject); resistance is reflexive.&lt;br /&gt;
* '''Catch:''' The clause’s subject wears a ring on the left hand.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The attempt fails. The subject realizes what the changeling is trying to do and reacts naturally.&lt;br /&gt;
* '''Failure:''' The character garners no successes.&lt;br /&gt;
* '''Success:''' The character gains successes. If his total number of successes equals or exceeds the subject’s Willpower, the subject becomes intensely incensed at whomever is the focus of his attention. This will often be the changeling, but in a group, the character’s comments may rouse anger at someone else principal in the discussion, or the subject’s attention could be on an old flame at the bar even while she listens to the character talk.&lt;br /&gt;
* '''Exceptional Success:''' The character is at +2 dice bonus when using other Fleeting Summer clauses on the subject for the rest of the scene, and +1 die bonus when using Friendless Tongue on the subject for the rest of the month.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Sundown Eyes===&lt;br /&gt;
The character drains wrath from those near him, calming even the most furious combatants.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Summer) ••• or [[Court Goodwill]](Summer) •••••&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Socialize Skill]] + [[Pool::Mantle]] (Summer) – subjects’ highest Composure &lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 A significant fraction of combatants fight reluctantly.&lt;br /&gt;
: — Two people are targeted.&lt;br /&gt;
: –1 Four people are targeted.&lt;br /&gt;
: –2 Eight people are targeted.&lt;br /&gt;
: –3 Twelve people are targeted.&lt;br /&gt;
: –4 Twenty people are targeted.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character is suffering wound penalties and has taken at least two points of lethal damage.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The attempt to calm the situation backfires. Each of the character’s opponents gain a +1 die bonus to attack the character on their next actions.&lt;br /&gt;
* '''Failure:''' The attempt fails.&lt;br /&gt;
* '''Success:''' The character drains the wrath from the people nearby. Combat ceases and does not begin again for at least a number of turns equal to the character’s Wyrd. Add one die to attempts to make peace (or prevent a return to open combat) per success on the roll. The character may not use this Contract again for the rest of the scene.&lt;br /&gt;
* '''Exceptional Success:''' Combat ends. Even if the people involved cannot resolve their differences, they refuse to use violent means of interacting with one another for the rest of the scene. The character may not use this Contract again for the rest of the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• The Flames of Summer===&lt;br /&gt;
The character drives his anger into the realm of rage, making it impossible to disturb and lending extra strength to his wrath.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Summer) ••••&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Animal Ken Skill]] + [[Pool::Mantle]](Summer)&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The character is expected to fight.&lt;br /&gt;
: +1 The character is up against losing odds.&lt;br /&gt;
: –1 The character’s opponent is (perceived as) inferior.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The sun is within five minutes of its zenith, and the character has called out a formal challenge to an opponent.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The attempt to inflame the character’s anger fails, and the character may not try again for a full week.&lt;br /&gt;
* '''Failure:''' The attempt fails.&lt;br /&gt;
* '''Success:''' The attempt succeeds. The character becomes implacable in his anger, incapable of being swayed by reason or calmed down for the rest of the scene. He attacks the targets of his wrath without hesitation or mercy and may not take rational or thoughtful actions. He adds a +2 dice bonus to all Physical rolls for the duration. The character also ignores all wound penalties for the duration and need not roll Stamina to remain conscious when his last wound box is marked with bashing damage.&lt;br /&gt;
* '''Exceptional Success:''' The bonus to Physical rolls rises to +4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Fang_and_Talon</id>
		<title>Fang and Talon</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Fang_and_Talon"/>
				<updated>2014-10-02T15:33:47Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Fang and Talon&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p. 142-144&lt;br /&gt;
|Type=Seeming&lt;br /&gt;
}}&lt;br /&gt;
Changelings use these Contracts to emulate and become closer to specific animals. Contracts of Fang and Talon are purchased separately, each Contract attuning itself to one specific type of animal. Canines, felines, sea mammals, predatory birds, fish, sharks or even bony fish are all sample possibilities. The character may choose to attune to a particular species, or as widely as a general family of animals; he could take affinity with Wolves or Canines, but not with Carnivora or Mammals.&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===Tongues of Birds and Words of Wolves (•)=== &lt;br /&gt;
The changeling can communicate with the general type of animal represented in the Contract. This communication is partially empathic, but the changeling must either whisper to the animal in her own language or attempt to imitate whatever sounds the animal uses to express itself. Most animals make some sort of noise while responding, but they need not do so. Animals tied to the changeling by kith or this Contract instinctively feel a kinship with the changeling and readily communicate unless immediate circumstances, such as an obvious threat, intervene. Simpler, less intelligent animals communicate with less complexity. Mammals and birds are relatively easy to speak with. However, reptiles, invertebrates and most fish can provide only very simple information, such as whether or not any humans recently came near or the general location of fresh water.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Animal Ken Skill]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The character imitates the animal’s sounds and body language.&lt;br /&gt;
: –1 The animal is frightened or hurt.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling gives the animal a new name.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character angers or scares the animal he tries to approach and cannot use this clause for one full scene.&lt;br /&gt;
* '''Failure:''' No communication occurs.&lt;br /&gt;
* '''Success:''' The changeling can speak to all animals of the specified type for the next scene.&lt;br /&gt;
* '''Exceptional Success:''' The animal feels affection and loyalty toward the character. The animal is actively helpful and volunteers information unasked if it considers that information important (so far as its intelligence allows).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Beast’s Keen Senses (••)===&lt;br /&gt;
The changeling gains the senses of a specific type of animal, selected when the changeling learns this clause. This clause enhances the changeling’s natural senses, and may well grant him entirely new senses such as a viper’s infrared pits or a bat’s echolocation.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The changeling is touching an animal of the correct type.&lt;br /&gt;
: +1 The changeling is wearing a mask or other large image (such as a painting on the back of a jacket of an animal of the correct type).&lt;br /&gt;
: –1 The environment is one that the animal would find uncomfortable and unnatural, such as a jungle animal in winter snow.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling sees or touches an animal of the type being imitated.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character’s senses become slightly muddied and confused. The character experiences a –1 die penalty to all Perception rolls for the next scene.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the character’s senses are unaffected.&lt;br /&gt;
* '''Success:''' The character gains a +2 dice bonus to all Wits rolls relating to perception for the next full scene. In addition, he gains the chosen animal’s most notable sensory ability — a wolf or dog’s sense of smell, including the ability to identify people and track by scent, an owl or cat’s night vision and so on. If the character’s particular animal has no significant exceptional sense (such as a goat or monkey) , he instead gains a +4 dice bonus to all Wits rolls relating to perception. These bonuses last for the next full scene.&lt;br /&gt;
* '''Exceptional Success:''' The character gains an additional +1 die to all Perception rolls for the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pipes of the Beastcaller (•••)===&lt;br /&gt;
The changeling can command the animal specified in the Contract. The character can call any single animal of this type that she can see or hear, causing the animal to come rapidly to her aid, and then instruct the animal on what she wants it to do. Particularly small animals may be called in groups. The changeling can call and command up to a dozen tiny animals, such as rats, mice or small bats, if she can see or hear them all. Changelings can also call an entire hive of insects such as bees or wasps. The animal (or animals) obeys to the best of its ability, but its nature and intelligence might cause the animal to interpret its orders in unusual ways. The animal attempts to carry out commands for the next full day, after which it ceases to obey the character. The animal will not cooperate with anything obviously self-destructive, such as standing still in front of an oncoming car. Large groups of small animals such as rats or bees act as one and cannot be split up to perform different tasks.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Animal Ken Skill]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The changeling offers the animal appropriate foodstuffs.&lt;br /&gt;
: –1 The animal is frightened or injured.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling asks the animal to guard or watch the changeling’s dwelling.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The animal either attacks the character or completely misunderstands the instructions and does the exact opposite of what he commands it to do.&lt;br /&gt;
* '''Failure:''' The character cannot communicate with or command the animal.&lt;br /&gt;
* '''Success:''' The animal can both understand the character’s wishes and obeys the character’s orders to the best of its abilities.&lt;br /&gt;
* '''Exceptional Success:''' The character retains an empathic bond with the animal, allowing him to roughly sense its location and emotional and physical condition. For the next full day, the character can spend one point of Glamour to communicate for one scene with the animal at any distance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tread of the Swift Hooves (••••)===&lt;br /&gt;
The character gains the Contracted animal’s mode of locomotion. This clause allows characters emulating unusually swift animals to run faster, characters emulating aquatic animals to swim better and faster and characters moving like flying animals to jump and glide inhumanly well. If the animal is noted for being able to move exceptionally well in several different ways, such as a type of monkey that excels at both climbing and jumping, the character must choose which type of movement he wishes to gain when he learns this clause and must learn a new version to gain the other ability.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Dexterity]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The changeling wears a mask of the animal or a large garment made from its skin.&lt;br /&gt;
: –1 The clause is invoked someplace the animal is never naturally found.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character is touching an animal of the correct type.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The Contract fails. The character suffers a –1 die penalty to Speed for the scene.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the character is unaffected.&lt;br /&gt;
* '''Success:''' The character gains the movement capabilities of the animal. Swift runners such as horses or dogs allow the changeling to double her Speed. Aquatic animals allow the changeling to swim as rapidly and as easily as she can walk or run and hold her breath 10 times as long (including any modifiers from the Strong Lungs Merit). Flying, gliding or jumping animals allow the changeling to quadruple her jumping distance and fall any distance without harm. Climbing animals such as monkeys allow the changeling to gain +5 to all climbing rolls and climb at five times normal speed. This enhanced movement lasts for one full scene.&lt;br /&gt;
* '''Exceptional Success:''' The character’s enhanced movement lasts until the sun next sets or rises, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cloak of the Bear’s Massive Form (•••••)===&lt;br /&gt;
The changeling can physically transform into the animal bound to the Contract. The transformation takes one turn. The character’s clothing and small objects close to his skin, such as phones or wallets, blend into this animal form.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 4 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 In the animal’s natural habitat&lt;br /&gt;
: –1 Inside a well-lit building closed off from the outside world&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling is in the natural habitat of his associated animal and touching or within touching distance of at least one of these animals.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character partially transforms, becoming a clumsy half-human being who suffers a –2 dice penalty to all Strength and Dexterity pools and a –2 dice penalty to Defense and Speed. The botched transformation lasts until the character can take two consecutive turns to shift back.&lt;br /&gt;
* '''Failure:''' The Contract fails, and the character cannot transform.&lt;br /&gt;
* '''Success:''' The character successfully transforms into the correct animal. The character can remain transformed for up to a scene or can choose to revert to her normal form at any time. Transforming back into the normal form requires one turn, and ends the clause’s effects. The character’s Health alters if her Size and Stamina change. In animal form, the character automatically gains animal senses, exactly as if she had performed the eagle’s gleaming eyes clause. The creature’s Physical Attributes replace the changeling’s, but she retains her Social and Mental Attributes. Her Skills also remain the same. The changeling gains some measure of the animal’s instinctual drives and motor control, so she can run, fly or swim normally. While in animal form, the character can speak all human languages she knows, and can also communicate normally with animals of the species she has become.&lt;br /&gt;
* '''Exceptional Success:''' The character can remain transformed until the sun next rises. If she has taken the form of an animal with a smaller Size than her own, she retains her full Health as if her Size had not changed.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Dream_Contracts</id>
		<title>Dream Contracts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Dream_Contracts"/>
				<updated>2014-10-02T05:35:46Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Dream&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=124&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}&lt;br /&gt;
While all changelings are capable to some extent of entering and manipulating a sleeper’s dreams, the Contracts of Dream are a particularly potent means of doing so. They grant the changeling more power in the dreamscape, allowing her to control and direct a sleeper’s dreams, and also to manipulate the nature of dreams themselves without means of a pledge. They may also grant some insight into the dreamlike nature of the Hedge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==• Pathfinder==&lt;br /&gt;
The first and most basic clause allows the changeling to divine the nature of the Hedge in a certain area. Pathfinder can find Hollows, trods, paths to and from Faerie and other details of the local Hedge, such as what sorts of goblin fruits grow there. &lt;br /&gt;
{{CHR|In addition to it's normal effects, when used within close proximity of a ''dream-pledged sleeper'', this contract connects the changeling to the local Hedge just enough to allow a ''brief glimpse'' into the ''oath-bound dreamer's'' mind. If a point of Willpower is spent, this contract may also be used on sleeping mortals who are not bound to a dreaming pledge with the changeling. Each success rolled to invoke the contract allows the changeling to learn one pertinent fact about the dream in progress. The information gained in this manner is typically ''hazy and incomplete'', since the perspective is always from the dreamer's own point of view. However, an ''Exceptional Success'' will give a much clearer and more vivid picture of the dreamscape.}}&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{info}} '''Cost''': 1 [[Cost::Glamour]]&lt;br /&gt;
&lt;br /&gt;
{{info}} '''Dice Pool''': [[Pool::Intelligence]] + [[Pool::Wyrd]]&lt;br /&gt;
: Modifiers: –1 The changeling has never witnessed the local Hedge before, as with visiting a new freehold or otherwise finding the “Hedge-scape” vastly different than what she may have expected.&lt;br /&gt;
&lt;br /&gt;
{{info}} '''Action''': [[Action::Instant]]&lt;br /&gt;
&lt;br /&gt;
{{info}} '''Catch''': The changeling must have plucked a Thorn from the local [[Hedge]] and shed a single drop of blood while doing so within the last day.&lt;br /&gt;
&lt;br /&gt;
* '''Dramatic Failure''': The Contract yields wholly inaccurate information about the Hedge, suggesting paths where there are none, marking poisonous fruits as beneficial or otherwise utterly confounding otherwise useful information.&lt;br /&gt;
* '''Failure''': The changeling learns no useful information about the local Hedge.&lt;br /&gt;
* '''Success''': For each success on the roll, the changeling learns a single pertinent fact about the local Hedge. In most cases, this information is just that — a statement about whether something exists. It doesn’t necessarily point out where a [[Hollow]] or pathway might exist, just the fact of its presence. '''The distance in which such information-drawing is effective is the changeling’s line of sight'''. Therefore, this power may be curtailed by a mysterious fog in the Hedge or a smoke cast by the Hedge’s burning.&lt;br /&gt;
* '''Exceptional Success''': As with an ordinary success, but the achievement of the exceptional success yields information about the location of features known to be in the [[Hedge]].  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==•• Forging the Dream==&lt;br /&gt;
The changeling invoking this clause becomes as the director, cinematographer and editor of a movie, only the media in which she works is the dreaming mind of her subject. The changeling may literally change her subject’s dreams to depict whatever the changeling wishes, from bucolic idylls to lewd romps to harrowing tribulations. She may plague her subject with vicious antagonists or rain a cascade of rose petals down: the details are fully under her control. The only limitation is that the changeling may never depict the subject’s death, though she may certainly imply it.&lt;br /&gt;
&lt;br /&gt;
Crafting dreams in this manner is very much an art form among changelings. Some prefer to work with overt themes, while others use subtle symbolism and soft focus 126 Chapter Two: Character Creation to create feelings more than literal episodes. Indeed, some changelings are so adept with dream-craft that they can provoke strong emotional responses from their sleeping subjects that they can glean Glamour from them.&lt;br /&gt;
&lt;br /&gt;
The changeling must be able to see her subject in order to use this power. She needn’t be in the character’s actual presence, however, and some changelings use this power on subjects they view via video cameras or even from painted&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: –1 The changeling isn’t in the immediate physical vicinity of the subject.&lt;br /&gt;
: +1 The changeling knows the subject at least superficially, having exchanged words or introductions with him at least once.&lt;br /&gt;
: +3 The changeling has a close, personal relationship with the dreamer.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must stand or sit beside her subject, touching her own temple and that of the dreamer.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The attempt to manipulate the sleeper’s dreams fails and leaves the changeling discombobulated, unable to tell the real world from the dream he was attempting to shape. For the remainder of the scene, the changeling is unable to focus sufficiently to expend any Willpower. Further, the sleeper (eventually) wakes from sleep remembering a distinct image of the changeling, even if she has no idea what he might have been trying to do.&lt;br /&gt;
* '''Failure:''' The Contract fails to function but otherwise involves no sign of attempted use.&lt;br /&gt;
* '''Success:''' The character may edit the sleeper’s dreams and dictate their content, with the sole exception of depicting the sleeper’s death. Each use of this Contract works for a single, vivid dream, which the subject recalls distinctly upon waking. If one of the Fae is in the sleeper’s dream as well, the changeling must vie for control of the dream as usual (p. 198).&lt;br /&gt;
* '''Exceptional Success:''' No additional effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==••• Phantasmal Bastion==&lt;br /&gt;
This clause bolsters the changeling’s ability to participate in and withstand conflicts with other changelings in the dreamscape. Using this power conjures an elaborate suit or even edifice of “armor,” or conjures a fanciful weapon, both of which exist only in the dreamscape. Both weapon&lt;br /&gt;
and armor appear as the changeling wishes, though depictions of seeming, kith and Court are extremely popular expressions.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' Invoking this clause involves no roll, but the changeling must choose which type of fortification she wishes to invoke. If she chooses a defensive augmentation, she gains a number of phantom points of Willpower for the purposes of determining how much damage in the dreamscape she may suffer before falling to exhaustion. These phantom Willpower points are lost first during the oneiromancy. If she chooses an offensive augmentation, she may double her Wyrd for the purposes of seeing how effective her attacks in the dreamscape are. A changeling may invoke this power for both offensive and defensive augmentation, at a cost of one Glamour each, but she may not “stack” multiple offensive or defensive augmentations.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling carries a token of favor, such as a garter belt or ring, given freely to her by a living enemy or one of his loved ones or family members.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==•••• Cobblethought==&lt;br /&gt;
Using this clause allows the changeling to reach into his subject’s dreams and extract an item or image from them that then exists or plays out in the real world. The subject need not be asleep for the changeling to attempt this; he simply must have had a dream at some point in recent&lt;br /&gt;
events, which allows the changeling a trove of such experiences and artifacts to draw from. &lt;br /&gt;
&lt;br /&gt;
The exact nature and duration of the Contract’s ability to echo the dreamer’s thoughts depends on how successful the changeling is at invoking the power. In general, though, images and symbols will mostly as they did in the dream (as with a changeling who assumes the “costume” of an entity&lt;br /&gt;
in the dream), while an item will appear by and large as it did in the sleeper’s thoughts. Determining which objects may be available from the subject’s dream is largely the Storyteller’s responsibility, though the Storyteller may choose to let the player take more creative control of the subject’s dreams, as long as such control isn’t abused.&lt;br /&gt;
&lt;br /&gt;
Items pulled from dreams in this way have a hazy, imprecise sensory quality to them. A dream-sword, for example, would feel like soft metal and fade around its edges, but would cut nonetheless. Objects are treated as normal, unexceptional equipment despite their appearance. The guise of&lt;br /&gt;
a terrifying night-fiend might shift subtly each time onlookers see it. A murky fog drawn from a dream might leave a runner feeling as if he were plodding through oatmeal, even though he was running as fast as he could.&lt;br /&gt;
&lt;br /&gt;
Items drawn from dreams in this manner are made of dreamstuff, and thus don’t have to be reasonably carried by the changeling. That is, the changeling could conceivably draw out the fog mentioned above, a rainstorm from a dream, or even something bigger or heavier than a person, such as a life&lt;br /&gt;
raft or a heavy wooden door. The limitation is a single object or idea, however — the changeling could not withdraw a full castle (made up of walls, hallways, doors, stairs and towers) or a functional car (with its own distinct parts and pieces).&lt;br /&gt;
&lt;br /&gt;
One more limitation is that this Contract may not draw people or thinking entities from dreams. While a changeling would be able to draw the appearance of an individual from a character’s dream, this would manifest as a sort of “costume” that the changeling or another character would&lt;br /&gt;
wear, and not the individual herself.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Intelligence]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: –2 The changeling attempts to draw something from a dream that has seems too fantastical to exist in the real world (a gemstone made from crystallized starlight, the feathers of Pegasus).&lt;br /&gt;
: –2 The changeling attempts to draw forth a very specific idea, appearance or item, such as the exact likeness of a dream-tormentor, or the locket the dreamer had when she was five years old that held her parents’ photographs.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must possess at least a single fiber of her subject’s bedclothes, whether a thread from her pillowcase or a full nightshirt.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling reaches into the dreamscape to grab the object of her intentions, but instead pulls back something else entirely, and probably hostile. If it’s an inanimate object, it’s wholly inappropriate to the changeling’s original intentions, and if it’s some conscious creature, it probably reacts with appreciable hostility at being removed from its lair.&lt;br /&gt;
* '''Failure:''' The Contract fails to function but otherwise betrays no attempt on the changeling’s part to rifle the character’s dreams.&lt;br /&gt;
* '''Success:''' The changeling draws forth one concise image or object from the character’s dreams. The image or object remains in reality for a number of turns equal to the number of successes obtained on the roll.&lt;br /&gt;
* '''Exceptional Success:''' As with a normal success, but the object remains permanently in reality. In addition, the changeling may, at any time, banish the dream-item back beyond the wall of dreams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==••••• Dreamsteps==&lt;br /&gt;
The changeling climbs into the dreams of a nearby sleeper, briefly appearing in her sleeping thoughts, and then emerges from the shared realm of dreams in the proximity of another sleeper. He traverses an actual distance by using the landscape of dreams as a proxy for physical travel. This travel takes place instantaneously, or at least at the speed of thought.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Intelligence]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: –2 The changeling attempts to draw something from a dream that has seems too fantastical to exist in the real world (a gemstone made from crystallized starlight, the feathers of Pegasus).&lt;br /&gt;
: –2 The changeling attempts to draw forth a very specific idea, appearance or item, such as the exact likeness of a dream-tormentor, or the locket the dreamer had when she was five years old that held her parents’ photographs.&lt;br /&gt;
* '''Action:''' [[Pool::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling must carry a physical object that he crafted himself on the journey, which he leaves behind in the dreams of both sleepers. Both sleepers will remember this object, and will feel an inexplicable link to the changeling if they meet him in their waking lives, as they subconsciously recall this item connected to him.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The attempt to travel by dreamways goes horribly awry, with the changeling unable to extricate himself from the dreams at his leisure. Instead, the Storyteller should run a brief nightmare scene in which the dreamer and changeling are both tormented by dreams-turned-nightmares. After that, the changeling is forced out of the dreamscape in the proximity of a sleeper… somewhere.&lt;br /&gt;
* '''Failure:''' The changeling is unable to enter the dreamscape and thus unable to use it as a shortcut in the physical world.&lt;br /&gt;
* '''Success:''' The character enters the dreamscape and may use it to instantaneously traverse physical distances. The physical distance traveled is not greater than 10 miles per success obtained on the roll. The changeling emerges as close as possible to the physical place of his choosing: He emerges from the dreams of the sleeping individual closest to his ultimate destination.&lt;br /&gt;
* '''Exceptional Success:''' As with a standard success (and the extra successes are their own benefit), but with the additional reward of being deposited exactly where he wishes to be. If any changelings understand exactly how this works, they aren’t telling, and those dream-travelers who enjoy the luxury of the exceptional success describe the phenomena as if the stuff of dreams itself carries them exactly where they want to be and then recedes like an unseen ether.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Mini_Character_Sheets</id>
		<title>Mini Character Sheets</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Mini_Character_Sheets"/>
				<updated>2014-10-01T18:11:45Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: /* Formatting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article details how to set up the miniature character sheets embedded in your [http://www.nwod.org/forum/ forum] profile.  These sheets are used by other players and Storytellers to quickly reference information about your character.&lt;br /&gt;
&lt;br /&gt;
In your [http://nwod.org/forum/profile.php?do=extra User Control Panel], There are nine character sheets. As each one is filled out, 'dots' will appear  under your avatar. The FIRST dot will always 'clear' the avatar area, then the subsequent dots will cycle through your character sheet 'MiniSheets'.&lt;br /&gt;
&lt;br /&gt;
Note: If you only have 1 dot, it's because you need to go to your UserCP and fill out your sheets.&lt;br /&gt;
&lt;br /&gt;
==Viewing Permissions==&lt;br /&gt;
The first three areas of the Character Sheet (name, portrait, Info) '''are viewable by everyone'''. The second two areas (ST Info, Character Sheet) can only be seen by yourself and Storytellers.&lt;br /&gt;
&lt;br /&gt;
==Formatting==&lt;br /&gt;
The first character sheets automatically inserts a table into your minisheet.  The other sheets do not.  For the pretty table in the ST MiniSheet area, you can cut and paste the following code:&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: 1px solid gold; padding: 5px 5px 1em 1em; width: 60%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tt&amp;gt;[table]INT|x||STR|x||PRE|x&amp;lt;br&amp;gt;&lt;br /&gt;
WIT|x||DEX|x||MAN|x&amp;lt;br&amp;gt;&lt;br /&gt;
RES|x||STA|x||COM|x&amp;lt;br&amp;gt;&lt;br /&gt;
INI|x||DEF|x||ARM|x&amp;lt;br&amp;gt;&lt;br /&gt;
SPD|x||PER|x||PWR|x[/table]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[table]Aca|x||Ath|x||Ani|x&amp;lt;br&amp;gt;&lt;br /&gt;
Com|x||Bra|x||Emp|x&amp;lt;br&amp;gt;&lt;br /&gt;
Cra|x||Dri|x||Exp|x&amp;lt;br&amp;gt;&lt;br /&gt;
Inv|x||Fir|x||Int|x&amp;lt;br&amp;gt;&lt;br /&gt;
Med|x||Lar|x||Per|x&amp;lt;br&amp;gt;&lt;br /&gt;
Occ|x||Ste|x||Soc|x&amp;lt;br&amp;gt;&lt;br /&gt;
Pol|x||Sur|x||Str|x&amp;lt;br&amp;gt;&lt;br /&gt;
Sci|x||Wea|x||Sub|x[/table]&amp;lt;br&amp;gt;&lt;br /&gt;
[size=1]Additional Info, i.e. Always Uses Blush[/size]&amp;lt;/tt&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This example has ''PWR'' which is short for ''power stat'' please change this to your appropriate venue power stat: BP, GNOsis, WYRd, PU, etc.&lt;br /&gt;
&lt;br /&gt;
PER means Perception&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Help}}[[Category:Information]][[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Cabochard</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Anvari</id>
		<title>Anvari</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Anvari"/>
				<updated>2014-09-04T16:29:35Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Vampire/Bloodline&lt;br /&gt;
|Disciplines=&amp;lt;br&amp;gt;[[Affinity::Celerity]]&amp;lt;br&amp;gt;[[Affinity::Majesty]]&amp;lt;br&amp;gt;''[[Affinity::Nepenthe]]''&amp;lt;br&amp;gt;[[Affinity::Vigor]]&lt;br /&gt;
|Nickname=Pusher&lt;br /&gt;
|Clan=Daeva&lt;br /&gt;
|Covenant=Circle of the Crone&lt;br /&gt;
|Source=Bloodlines The Hidden&lt;br /&gt;
|Pages=p. 20&lt;br /&gt;
|Quote=Take it. Consider it a free sample. C ’mon, what are you afraid of? I'm not going to bite...&lt;br /&gt;
}}&lt;br /&gt;
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Not even the vampiric Embrace allows some undead to escape the embrace of drug addiction. Bearers of this blood suffer obsession with altered states, whether for themselves or by inflicting them upon others through the unique Nepenthe power. Most are drawn to the Circle of the Crone. The Carthians are the second most common choice (especially for young Anvari). The Invictus also has a share and some are found within the Ordo Dracul. Among Lancea Sanctum they are very rare. &lt;br /&gt;
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		<author><name>Cabochard</name></author>	</entry>

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		<title>File:Rina Yui.jpg</title>
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				<updated>2014-06-03T16:35:45Z</updated>
		
		<summary type="html">&lt;p&gt;Cabochard: &lt;/p&gt;
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		<author><name>Cabochard</name></author>	</entry>

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