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		<updated>2026-05-01T01:01:10Z</updated>
		<subtitle>From Edge of Darkness Wiki</subtitle>
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	<entry>
		<id>http://nwod.org/wiki/index.php/Telluric</id>
		<title>Telluric</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Telluric"/>
				<updated>2016-02-08T18:48:41Z</updated>
		
		<summary type="html">&lt;p&gt;MrDream: The word &amp;quot; maidens&amp;quot; was inserted randomly, no doubt, someone had the cursor in the wrong spot or window.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Kith&lt;br /&gt;
|Seeming=Fairest&lt;br /&gt;
|Blessing=Music of the Spheres&lt;br /&gt;
|Source=Winter Masques &lt;br /&gt;
|Pages=p. 84&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Those who walk the skybridges in the vaults of Faerie heaven, the stars in their hair and comets in their eyes. Tellurics are Fairest imbued with the essence and spirit of celestial bodies.They shine with empyrean light, have hair like a starry nebula, or are marked with the signs of a specific planet — the red skin and fiery temper of Mars, the quicksilver wit and quicksilver hair of Mercury, the pale beauty of the moon.&lt;br /&gt;
&lt;br /&gt;
Telluric Fairest are guided by the '''Music of the Spheres''': Tellurics have an absolute knowledge of exactly what time it is as measured locally, even if they’ve spent the last day unconscious in a barren room. They can count down ticking seconds as accurately as a stopwatch, which gives them a +3 bonus to any actions that might require precise timing (such as disarming a time bomb or attempting to drive across town while hitting all green lights). In addition, Tellurics gain the free Specialties of Astronomy and Astrology to Academics and Occult, respectively.&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;/div&gt;</summary>
		<author><name>MrDream</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Ask-wee-da-eed</id>
		<title>Ask-wee-da-eed</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Ask-wee-da-eed"/>
				<updated>2016-02-03T14:28:46Z</updated>
		
		<summary type="html">&lt;p&gt;MrDream: I'm pretty sure it's the Ask-wee-da-eed kith who have the ability of ill-luck, not the Abenaki people of the pacific NW.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Kith&lt;br /&gt;
|Nickname=&lt;br /&gt;
|Seeming=Elemental&lt;br /&gt;
|Blessing=Taste of Ill Luck&lt;br /&gt;
|Source=Winter Masques&lt;br /&gt;
|Pages=p.108&lt;br /&gt;
}}&lt;br /&gt;
The Abenaki people of the northeastern United States tell stories of a will-of-the-wisp-type creature formed of fickle fire. This creature, the Ask-wee-da-eed, is tied to meteors and comets and is said to bring bad luck and death by its presence. Those of this kith in some way embody the meteoric fire, but are also able to foretell the misfortune of others, in a way, with their '''Taste of Ill Luck''': once per day, by spending a Glamour point, the Ask-wee-da-eed can force another to re-roll a successful roll at –1 die in the hopes that the re-roll fails (the original roll therefore never occurs). The changeling also gains the additional benefit of a +1 bonus on any rolls to activate clauses within the Hearth Contract.&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;/div&gt;</summary>
		<author><name>MrDream</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Communion</id>
		<title>Communion</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Communion"/>
				<updated>2016-01-25T21:12:02Z</updated>
		
		<summary type="html">&lt;p&gt;MrDream: It's veil, not veal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Communion&lt;br /&gt;
|Source=Winter Masques&lt;br /&gt;
|Pages=p.52&lt;br /&gt;
|Type=Seeming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Instead of commanding or becoming an element, changelings who choose to pursue Contracts of Communion learn to communicate with the element and can eventually relate to their chosen element on a deeply personal level. As with Contracts of Elements, Contracts of Communion are purchased separately, each Contract attuning itself to one particular element. For example, a character assigning all his beginning five dots in Contracts could purchase Communion •• (Water) and Communion ••• (Ice), or Communion • (Fire), Communion •• (Earth) and Communion •• (Metal). Similarly, learning new versions of already known clauses is half the cost (round down) of learning a new Contract. &lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Sense Element===&lt;br /&gt;
The changeling first learns to precisely sense her chosen element. The results of this differ from one element to the next, but in all cases, she can sense the precise location and form of the element.&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;
: –2 The character's senses are restrained/overwhelmed by things such as blindfolds, flashing light, loud noises, or other dirstractions. &lt;br /&gt;
: +1 The character speaks to the element and asks questions at the volume of normal conversation.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The Changeling sits and meditates for a minimum of 10 minutes with a successful meditation roll. &lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The Lost's perception is confused, causing a -2 penalty to all Wits based perception rolls until the scene ends.&lt;br /&gt;
* '''Failure''':The character does not perceive the element.&lt;br /&gt;
* '''Success''': The Lost can precisely locate all instances of the element within Wyrd x 10 yards. The character knows where all instances are and their preccise shape. For example, sensing metal lets a character sense knives, nails, guns, and other metal objects are in the area as well as if a gun is loaded or has the safety on. When used in conjuction with a talent (sense metal whilst lock picking) each success provides +1 bonus to all appropriate rolls to work with the element. When sensing fluid or intangible elements (water, air, shadow)  the Changeling also learns the location and general shape of anything surrounded by these elements. Sense Element (Air) lets a Changeling perceive every person and object within range whilst Sense Element (Water) does the same for things that are underwater. This does not unveil entities veiled by supernatural powers.  Supernatural powers cause interference. The Changeling must still make perception rolls where appropriate as a character hiding from the Changeling gets the benefit of stealth, as remaining close to cover can deceive the clause.&lt;br /&gt;
* '''Exceptional Success''': Range increases to Wyrd x 25 yards.&lt;br /&gt;
&lt;br /&gt;
===•• Primordial Voice===&lt;br /&gt;
The character can talk to the element and ask it about past events that it may have sensed. The character can only learn about fairly recent information, but otherwise the element tells the character what she wishes to know. However, the character can only ask the element about events that occurred near where she is asking the question.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Socialize Skill]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: –1 The character is abrupt and hurried when asking questions. &lt;br /&gt;
: +1 The character chats with the element before activating the Contract and is polite and friendly.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The Changeling makes a minor offering to the element: polishing metal before speaking to it, sweeping flagstone, singing to air, adjust lights to increase shadow, etc. This takes the effort and a few minutes.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The Lost gets false or deceptive information from the element.&lt;br /&gt;
* '''Failure''':The character learns nothing.&lt;br /&gt;
* '''Success''': The Lost can ask the element about anything that occurred in the last day. Each additional success allows them to ask about events that occurred a day before on a 1:1 basis. For five minutes the Lost can talk to every example of the element within Wyrd x 3 yards. Information available is dependent upon the element. Light provides images of the past, air gives sound, whilst solid objects provide details of how and when they were used (including fingerprints). Elements can answer general questions like did someone touch or walk by them and how many in the last 12 hours. Details are often inexact as the elements can have difficulty interpreting some things. Air in an office may know a &amp;quot;visitor&amp;quot; from a &amp;quot;worker&amp;quot; but not man from woman.&lt;br /&gt;
* '''Exceptional Success''': In addition to answers questions for up to 5 day sin the past the element is helpful and &amp;quot;talkative.&amp;quot; It may offer useful information without being asked or give extra details that can be useful to the Lost without being prompted.&lt;br /&gt;
&lt;br /&gt;
===••• Distant Connection===&lt;br /&gt;
The changeling can share the senses and experiences of distant examples of her element. In addition, with additional effort, she can ask these distant examples of the element to perform actions for her.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]] and (optional) 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Persuasion Skill]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character wishes to share the senses or ask a favor of an example of the element she is extremely familiar with, such as wood or air in her home or the metal of her car. &lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The changeling temporarily loses connection with her element, suffering a -2 penalty to all Contracts of Communion and Elements for the next scene.&lt;br /&gt;
* '''Failure''': Communicating with the element fails.&lt;br /&gt;
* '''Success''': The Changeling shares the senses and experiences of manifestations of her chosen element beyond the range of her senses. For common elements like air, earth, or water on a lake/ocean, they can sense the element and all major disturbances in at at a range of Wyrd x 30 yards. For less ubiquitous elements like fire, electricity, or metal the range is Wyrd x 300 yards. For example, a character sensing fire could locate every lit match, candle, campfire, or cigarette within range. A character sensing air could sense large, rapidly mobile objects like cars or trucks. In addition to sensing the element, the character can focus attention on a specific manifestation. If this is done the character can extend there senses at the specific manifestation to see the immediate area around it. The character can see and hear everything within a radius of Wyrd yards, centered on the manifestation. If a point of Willpower is spent the character can make a second Wyrd + [[Pool::Persuasion Skill|Persuasion]] roll to convince a specific manifestation to briefly  increase in power and follow the character's command. A lit cigarette bursts into flame, a light bulb explodes, a faucet surges and the water sprays a target, etc. No elemental manifestation can be stronger than the element could theoretically do on its own. A cigarette will not burst into a campfire and no bursts of power last more then a turn. This second affect can be done as often as desired but always costs 1 Willpower.&lt;br /&gt;
* '''Exceptional Success''':  The character can affect a manifestation of the element they're looking through for an entire scene by spending one point of Willpower and can affect any manifestation of the element she is perceiving. Exceptional successes on the initial roll or the roll to affect the element have the same exceptional success result.&lt;br /&gt;
&lt;br /&gt;
===•••• Elemental Servitor===&lt;br /&gt;
The changeling can call up the element to act as her willing ally.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Persuasion Skill]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: –2 The character asks the servitor to do something that will harm or diminish it. &lt;br /&gt;
: +1 The character asks the servitor to do something that will allow it to increase, such as asking a fire to spread.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling performs a significant favor for the element, such as thoroughly cleaning a public fountain, spending an hour or more polishing a large stone statue or hanging ribbons for a wind to blow immediately before using this clause. &lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The servitor animates for 2 turns, but it acts in a wild, unpredictable, and dangerous fashion. It attacks anyone nearby, including the changeling.&lt;br /&gt;
* '''Failure''':  The element does not animate.&lt;br /&gt;
* '''Success''': the changeling persuades the element to become animate and act as his ally for the next full scene. The element becomes a intelligent elemental being able to obey the changeling's commands and observe the world. This elemental being (servitor) is an intelligent as a very smart dog. The servitor can obey any relatively simple command and notices obvious threats/dangers to the changeling or itself. The changeling must touch or place her hand within a foot of the portion of the element she wishes to animate. The amount of element animated is equal to 5 square yards of volume per the changeling's Wyrd. In addition to any advantage granted by the element (like fire burning inflammable things), these servitors also gain Power, Finesse and Resistance Attributes similar to ghosts/spirits. The servitor's Power and Resistance equal the changeling's Wyrd whilst Finesse equals the number of successes rolled for the Contract. Only the amount of element present can be animated, regardless of successes. An exceptional success to animate water with only a glass of water available animated just that water. All three traits are also limited by the size of the servitor. 2 pounds of animated rock won't have 4 Power and Resistance. The changeling gives the servitor basic commands when invoking the clause and can issue other commands as desired. As a result, a servitor can fight alongside a changeling, leaving her free to fight, flee, or otherwise act independently. Servitors animate for one scene.&lt;br /&gt;
* '''Exceptional Success''':  The servitor is active for hours equal to Wyrd.&lt;br /&gt;
&lt;br /&gt;
===••••• Elemental Ally===&lt;br /&gt;
The changeling can imbue an element with intelligence and animation. The element can only become animate for a single scene, but the elemental ally retains intelligence and awareness of its surroundings for several days.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: –2 The character asks the servitor to do something that will harm or diminish it. &lt;br /&gt;
: +1 The character asks the servitor to do something that will allow it to increase, such as asking a fire to spread.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' When first using this clause on the element, the changeling negotiates with the element. Promising a service or other payment in return for its temporary allegiance. Successful negotiation and payment are the catch for this clause. The favor asked is invariably hazardous, arduous, or expensive.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The element animates for a number of turns equalling the changeling's Wyrd but is malevolent. It attempts to kill the changeling that animated.&lt;br /&gt;
* '''Failure''':  The element does not animate.&lt;br /&gt;
* '''Success''': The changeling imbues the element with intelligence, awareness, and the ability to become fully animate. The element stays intelligent and aware for 1 week, though it animates only for 1 scene. Whilst animate, the ally has of the physical capabilities of the servitor described in the Elemental Servitor Contract. The elemental ally is as intelligent as a human and can clearly sense the environment around it with sight and hearing as keen as a human's. These senses extend up to the changeling's Wyrd x 10 yards, unless blocked by some obstacle. For the duration of the Contract, the element is well disposed to the changeling and obeys any request that will not result in the element's destruction. The element canno, however, leave the immediate area of its animation, whereas an Elemental Servitor could follow the changeling as far as possible before the effects expired. The element is perfectly willing to keep watch over the surrounding area and report any activity to the changeling. Additionally, the element is willing to animate itself in response to some event indicated by the changeling. These events can be anything from a command issued by the changeling when he is in range of the element's senses to some event (somebody trying to break in to a building), a specifc individual that the changeling has shown the element a image of coming in range, or a specifc time and date. As long as the element does not seriously endanger itself, it will obey any command.&lt;br /&gt;
* '''Exceptional Success''':  The elemental ally remains aware and intelligent for an whole month, though it is only animate for 1 scene.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>MrDream</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Elements</id>
		<title>Elements</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Elements"/>
				<updated>2016-01-21T07:00:45Z</updated>
		
		<summary type="html">&lt;p&gt;MrDream: /* ••••• Become the Primal Foundation */ A word was randomly inserted in the middle of another - removed it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Elements&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=p.138&lt;br /&gt;
|Type=Seeming&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These Contracts allow changelings to control the elements. Contracts of Elements are purchased separately, each Contract attuning itself to one particular element. For example, a character assigning all his beginning five dots in Contracts could purchase Elements •• (Water) and Elements ••• (Ice), or Elements • (Fire), Elements •• (Earth) and Elements •• (Metal). Purchasing more dots of any given Contract of Elements does not increase the others. However, the Elemental seeming’s affinity applies to all Contracts of Elements, allowing them to purchase multiple Contracts of Elements at reduced cost. In addition, learning new versions of already known clauses is half the cost (round down) of learning a new Contract. For example, a&lt;br /&gt;
character with Elements ••• (Fire) and Elements •• (Smoke) could purchase the third dot of Smoke at half cost, as he already knows Control&lt;br /&gt;
Elements (Fire). However, a character with Darkness •••• and Elements ••• (Mist) would not pay half cost for the fourth dot in Elements, as Darkness&lt;br /&gt;
doesn’t provide the specific Calling the Element clause.&lt;br /&gt;
&lt;br /&gt;
The range of possible elements includes the traditional Western elements of Air, Fire, Water, and Earth, the five Chinese elements, and less traditional options such as smoke, electricity, glass or shadow. The only limit is that the element must have some direct physical manifestation,&lt;br /&gt;
and must be a base material rather than a particular form of object. For example, electronic data is not a possible element and cannot be affected by any elemental Contract. Ceramics may be a possibility (such as for a clay-affinity Manikin), but “pottery” would not. &lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Cloak of the Elements===&lt;br /&gt;
This clause protects the Elemental from the natural manifestations of any single element. The changeling becomes comfortable in weather associated with this element and is protected against damage by its more extreme manifestations. A character protected from fire has no trouble walking through Death Valley at noon in Summer, someone protected from water remains warm and dry during the worst thunderstorm, someone protected from wood can walk through thorny underbrush unharmed and at a normal walking pace and so on.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' None&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
'''Catch:''' The changeling bears some symbolic representation of the element in question, such as a souvenir T-shirt depicting a mountain for earth or a small mirror for glass. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Armor of the Elements’ Fury===&lt;br /&gt;
The character clothes himself in a frenzied and damaging manifestation of his chosen element, providing limited armor and damaging anyone who touches him. This Contract sheathes the character in fire, unnaturally cold ice, razor-sharp metal spikes, a crackling aura of electricity or something similarly dangerous. The character can control the extent of this manifestation, limiting it to her hands so she can attack others, start fires or cool drinks by touch, or she can completely cover herself with the element. This element does not harm the character or anything she is wearing.&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 A large amount of the element is present when the Contract is invoked. For ubiquitous elements such as air, the element must be particularly vigorous, for example, a gale wind.&lt;br /&gt;
: –1 None of the element is present when the Contract is invoked.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
'''Catch:''' The changeling touches the element when he invokes the clause. For ubiquitous elements such as air, the element must be fairly vigorous, that is, a strong breeze or the wind from a large fan.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The element briefly harms the character, causing dice of lethal damage equal to the half the character’s Wyrd, which can be reduced by armor.&lt;br /&gt;
* '''Failure''': The character fails to call upon the element.&lt;br /&gt;
* '''Success''': The character surrounds herself with a damaging manifestation of the element. The character does half of her Wyrd (round up) lethal damage by touch, and anyone or any object that strikes her suffers this same damage. The changeling cannot combine this attack with a punch or any other conventional brawling or melee attack. Instead, the character must use the element to attack the target. The dice pool for this attack is Dexterity + [[Pool::Brawl Skill|Brawl]]ing + half of the character’s Wyrd. This elemental sheath also provides the character with one point of armor useful against all attacks, including attacks by the summoned element. The character can cause the element to cover only a small portion of the character, such as one hand and forearm or her head, but attempting to reduce its size further causes the element to vanish and ends the Contract. Otherwise, the element surrounds the character for the next scene.&lt;br /&gt;
* '''Exceptional Success''': The character can maintain this effect until the sun next rises or sets (whichever comes first) and can summon or dismiss the element during this time without ending the Contract.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Control Elements===&lt;br /&gt;
The changeling takes control of the element attuned to the Contract, causing the element to move and act in a directed fashion. A breeze blows in a specific direction, electricity in power lines turns on, off or surges to blow circuit breakers and wooden or metal chairs lurch slowly across floors.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 Large amounts of the element are present.&lt;br /&gt;
: –1 Little of the element is present.&lt;br /&gt;
* '''Action:''' [[Action::Instant]] &lt;br /&gt;
'''Catch:''' The area is completely dominated by the element — air on top of a narrow bridge, water on a lake or ocean, fire in the middle of a forest fire, electricity at a substation or generator and so on.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The element reacts in a wild, unpredictable and dangerous fashion for the next scene.&lt;br /&gt;
* '''Failure''': The character fails to control the element.&lt;br /&gt;
* '''Success''': The changeling successfully controls the element. The changeling must be within Willpower x 2 yards of the edge of the area of the element he wishes to control. The character can shape any solid, gaseous or intangible element such as water, mist or fire into any simple form, making solid walls of water or hiding half a room in deep mist. However, she cannot create a vacuum in a room that is not airtight or perform similarly impossible acts. The changeling can also cause non-solid elements to move at a Speed of up to 20. When the changeling is manipulating solid elements such as wood, stone or metal, inflexible objects can only lurch or hop along at a speed of one yard per turn. The changeling can also control the operation of any mechanical (but not electric or electronic) device made primarily of her element. Objects that roll, or have joints, wheels or articulated legs can move as fast as a human with Strength and Dexterity both equal to half of the changeling’s Wyrd (round up). Flexible objects such as rope or wire can slither like a snake at a similar speed and can also trip or entangle anyone nearby. The material has an effective Strength equal to the number of successes rolled for purposes of tearing itself free of any containers or moorings; it is much easier to control a loose sheet of metal grating than to have metal reinforcements tear themselves free from concrete. Controlling electricity allows the changeling to control the operation of any electrical or electronic device that has access to a power source, even when turned off. This control including turning lights or alarm systems on or off and opening electronic locks, but not any sort of complex control. The changeling cannot increase the amount or power of the element present, but can direct it to move in unusual ways. He can cause a fire to burn or leap in a particular direction, create a breeze that blows only in part of a room or cause electric current to turn off a device or even arc out from a socket and shock someone standing nearby. Elements such as fire and electricity can do damage, but only as much as the amount present can normally do. However, the changeling can direct the element to attack anyone within range. The changeling controls the element for a scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 success = 20 lb. Milk jug / 5-sq. yard area&lt;br /&gt;
&lt;br /&gt;
2 successes = 50 lb. Gas tank / 10-sq. yard area&lt;br /&gt;
&lt;br /&gt;
3 successes = 200 lb. Bathtub / 15-sq. yard area&lt;br /&gt;
&lt;br /&gt;
4 successes = 500 lb. Average Jacuzzi / 20-sq. yard area&lt;br /&gt;
&lt;br /&gt;
5+ successes = 2,000 lb. Large hot tub / 30-sq. yard area&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Exceptional Success''': No additional Bonuses. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Calling the Element===&lt;br /&gt;
The changeling calls the associated element from a distant location. The changeling must either know the location or see the source of the element he is calling and the element must physically move toward the character in as natural manner as possible — fire leaps, water splashes from a basin or falls as rain from the sky, wind blows, rock erupts from the ground…. If physical barriers prevent the element from reaching the character, it gets as close as it can, such as rain falling on the house that a changeling was in when he called water from the clouds. Once the element is present,&lt;br /&gt;
the changeling must then use the Control Element clause if he wishes to also control the element.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 4 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The changeling calls the element with verbal entreaties and large, obvious gestures.&lt;br /&gt;
: –1 The changeling uses neither words nor gestures to call the element.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
'''Catch:''' The changeling is calling the element solely to awe and impress viewers, perhaps as part of a performance.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The element moves in an erratic, perhaps dangerous, direction.&lt;br /&gt;
* '''Failure''': The changeling fails to call the element.&lt;br /&gt;
* '''Success''': The character successfully calls the element. The changeling can affect the same amount of the element he could control with the Control Element clause. The element comes toward the character or to any location within Wyrd x 10 yards of the changeling that the changeling designates. The changeling can cause fires to spread and leap in his direction, winds of speeds up to Wyrd x 10 miles per hour, to blow or cause electricity to arc from a junction box, or even down from the sky, if a lightning storm is occurring. Solid objects such as trees or lampposts that are attached to the ground or to some other object cannot break free, but can bend in the character’s direction. Unattached objects bounce or roll slowly toward the character. A changeling who controls metal could cause a vehicle made primarily of metal to roll toward them. Also, the changeling can cause stone or running water to erupt from the ground. The changeling controls the summoned element for one full scene.&lt;br /&gt;
* '''Exceptional Success''': No additional advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Become the Primal Foundation===&lt;br /&gt;
The changeling literally becomes a living manifestation of the Contract’s associated element. The transformation takes only one turn. The character’s clothing and small objects close to his skin, such as phones or wallets, blend into this elemental 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 The changeling is in the presence of large amounts of the element.&lt;br /&gt;
: –1 Little or none of the element is present.&lt;br /&gt;
* '''Action:''' [[Action::Instant]] &lt;br /&gt;
'''Catch:''' The character must sit and contemplate a large amount of the specific element for at least half an hour immediately before transforming.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The changeling partially transforms into the element for a turn, suffers lethal damage equal to half of his Wyrd points, then reverts to his normal form.&lt;br /&gt;
* '''Failure''': The changeling fails to change her form.&lt;br /&gt;
* '''Success''': The changeling becomes a living embodiment of the element — a sentient breeze, an animate puddle or a living current in a river, a living, self-mobile fire, a small tree or a living, animate statue made of wood, stone, metal or glass.&lt;br /&gt;
The character retains all Mental and Social Attributes and Skills. If she transforms into a solid element, for example, a statue of stone, this form has all of her physical attributes and Health, but she adds half of her Wyrd (round up) to her Strength and gains armor equal to half of her Wyrd. This increased Strength does not increase the character’s Speed.&lt;br /&gt;
Characters who transform into air, water, fire or other formless elements have no physical characteristics but triple the character’s normal Speed. Elemental forms capable of damage either do lethal damage equal to half of the changeling’s Wyrd (round up) or bashing damage equal to the changeling’s Wyrd, depending upon the nature of the element. Fire always does lethal damage, while water and electricity always do bashing damage. To attack in elemental form, the character makes a normal attack roll using either Brawl or Weaponry (the character’s choice).&lt;br /&gt;
Taking non-solid form makes the changeling largely immune from harm. If this element form is destroyed or seriously damaged (like a fire being extinguished), the changeling automatically reverts to his normal form. Due to the shock, the changeling also loses two points of Willpower and cannot use this clause for one full day. Otherwise, the clause lasts for one scene, at which point the character must once again assume his normal form. The character can voluntarily resume his normal form, but doing so ends the Contract.&lt;br /&gt;
* '''Exceptional Success''': The character can remain in elemental form until the sun next rises or sets (whichever comes first), unless forced out of this form by damage to it. He can also end the effects at will.&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>MrDream</name></author>	</entry>

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