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		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
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		<title>Goblin Contracts</title>
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				<updated>2019-05-19T17:11:00Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
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&lt;div&gt;{{header|ctl}}{{TOC right}}&lt;br /&gt;
All Goblin Contracts are some of the shady goods that circulate among the underbelly of fae society. All are easy to learn and cost little Glamour. They are inexpensive because they are also intrinsically flawed. All Goblin Contracts come with a price — something harmful or problematic that happens to the changeling after the Contract is used. No known Contracts or other powers allow the changeling to escape paying this price.&lt;br /&gt;
&lt;br /&gt;
==• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Trading Luck for Fate===&lt;br /&gt;
The character knows the result of some random or otherwise impossible-to-determine event. In return, she experiences some sort of bad luck within the next several hours. The character cannot use this Contract again until this bad luck occurs. (CtL 164)&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:''' Using this Contract to win at gambling.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The character experiences neither good nor bad luck.&lt;br /&gt;
*'''Success:''' The caster knows the outcome of something random or similarly unknowable in her immediately vicinity, such as which of four streets the people she is pursuing fled down or which roll of scratch-tickets to buy to win between $10 and $25. The Contract cannot answer open questions (such as “Where can I find my target?”), only questions that select one of several obvious possibilities. This Contract cannot cause anything otherwise impossible to occur and cannot predict anything with odds of less than one in 100. During the next day, the changeling will experience a single incidence of bad luck — being cut off by a clumsy pedestrian while chasing someone, having an expensive suit of clothing ruined by being splashed by a passing car or having a cell phone run out of power at an inopportune time. This bad luck is never life threatening, merely distressing and inconvenient. At worst, an incident of bad luck will do two or three points of bashing damage to the character.&lt;br /&gt;
*'''Exceptional Success:''' The character makes an unusually accurate guess, winning $50 at the lottery, guessing the next two turns that someone fleeing will make.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shooter’s Bargain===&lt;br /&gt;
The changeling can bless a ranged weapon such as a bow, crossbow or gun so that two of the next three shots fired will be exceptionally accurate. However, one of these three (chosen by the Storyteller and unknown to the player or character) will automatically be a chance roll. (CtL 164)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Dexterity]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The character is fighting a duel or some other combat that has been agreed upon in advance by both sides.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The blessing fails, and the weapon is unaffected.&lt;br /&gt;
*'''Success:''' The character blesses a specific weapon so that two of the next three shots it makes hit with unusual accuracy. Each success reduces one die of ranged combat penalties normally due to the target’s distance (range penalties), position (such as being prone), size (for very small targets) or environmental factors such as darkness, snow, cover penalties or anything else that doesn’t directly work directly upon the changeling. However, one of the next three shots is cursed and will instead automatically be a chance roll. Neither the blessings nor the curse affects shots that are not made with the intent of hitting the target or where the gun fires blanks.&lt;br /&gt;
*'''Exceptional Success:''' Beyond greatly reducing the penalties to ranged attacks, no further bonus is gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sight of Truth and Lies===&lt;br /&gt;
The changeling can automatically tell truth from lies, but while doing so, he must tell the truth. If he lies while using this Contract, he becomes temporarily incapable of telling truth from lies. (RoS 114)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Subterfuge]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The changeling uses this Contract at an official occasion, such as a trial or a formal gathering of the leaders of the local freehold.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' For the remainder of the scene, the changeling automatically believes all lies that are not immediately and obviously false.&lt;br /&gt;
*'''Failure:''' The Contract fails, and the changeling is left with his natural ability to tell truth from falsehood.&lt;br /&gt;
*'''Success:''' The character can automatically tell any lie spoken in his presence. He doesn’t know what the truth is, merely that any lie he hears is not true. The character can use this ability for one full scene. However, while doing so, the character must speak the truth at times during this scene. The character can remain silent, but any statement he makes must be true to the best of the character’s knowledge; he also cannot knowingly exaggerate. If the character lies for any reason, even a minor lie such as telling someone that her hideously garish shirt actually looks nice on her, then he becomes completely unable to tell truth from falsehood for the remainder of the scene. As long as a statement is not obviously false, such as someone claiming that it is nighttime when the character is standing under a hot noonday sun, the character is certain that the person is telling the truth and also that the statement itself is true, even if the statement is an obvious exaggeration to everyone else present. The character’s ability to tell truth from falsehood applies only in person or in two-way verbal conversations such as phone calls.&lt;br /&gt;
When hearing and telling lies, statements that the person honestly believes to be true are never considered lies, even if the statement is actually false. For this Contract, the ultimate definition of truth or falsehood is whether or not the person saying the statement believes it is true or not.&lt;br /&gt;
*'''Exceptional Success:''' The character can also tell truth from falsehood in recorded media such as television shows or in print.&lt;br /&gt;
&lt;br /&gt;
==•• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Calling the Guardian===&lt;br /&gt;
The character calls up a semi-animate force to protect him. It will protect the character from the next attempt to attack him in hand-to-hand combat. However, the guardian summoned by this Contract cannot differentiate between a dangerous attack and an accidental but forceful shove or any other equally harmless gesture. &lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Dexterity]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]] &lt;br /&gt;
*'''Catch: ''' The character is currently suffering from at least one point of lethal or aggravated damage due to some form of hand-to-hand attack. &lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure: ''' The Contract works normally, except that instead of protecting the character from attack, the force strikes the character immediately after the attack that triggers it. &lt;br /&gt;
*'''Failure: ''' The Contract fails, and the character remains unprotected. &lt;br /&gt;
*'''Success: ''' The character is protected from the next attempt to attack him in either armed or unarmed hand-to-hand combat. As the attacker is moving in to attack the character, just before the attacker’s blow strikes the character, the force summoned by this Contract violently shoves the attacker. This counterattack is invisible and unexpected and so cannot be dodged and ignores the attacker’s defense score. Each success rolled on this Contract does one point of bashing damage to the attacker and moves the attacker one yard away from the character. Although changelings and other supernatural beings will see the attacker being shoved out of the way by a form that becomes faintly visible as it shoves the attacker out of the way, this being is completely invisible to ordinary mortals. Mortals who observe this, including the attacker, if she is mortal, instead see the changeling swing around at the last minute before the attack and violently shove the attacker away from her. Unfortunately, the force called up by this Contract cannot distinguish between real attacks and other similar behaviors. As a result, the force treats someone friendly punching the character in the arm or touching him on the back or shoulder as an attack. This force deals with an angry lover attempting to slap the character in the face in exactly the same way the force would deal with a large bouncer forcefully throwing the character out of a bar or a psychotic mugger’s attempt to beat the character to death with a lead pipe. In ideal circumstances, this Contract can save a character’s life; in other circumstances, this Contract can get the character arrested on assault charges. Once the character uses this Contract, she has no control over whom it affects. The guardian vanishes after it protects the changeling from one hand-to-hand attack, or after 24 hours, if the character has not been attacked before this time elapses. A character cannot be protected by more than one guardian at a time. Using this Contract on a character who already has a guardian waiting to protect him dispels the first guardian. This Contract cannot be invoked during combat. &lt;br /&gt;
*'''Exceptional Success: ''' Instead of merely acting once, the Contract remains active for a number of attacks equal to the character’s Wyrd. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Diviner’s Madness===&lt;br /&gt;
The changeling gains an accurate image of the past or the future of some person or place. Afterwards, she temporarily goes somewhat mad. All madness lasts for one day. At the end of this time, the changeling also forgets the contents of the divination. (CtL 165)&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:''' Divining the past or the future of someone the changeling is in love with.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling gains one of the severe derangements listed below for one day.&lt;br /&gt;
*'''Failure:''' The changeling experiences no visions or madness.&lt;br /&gt;
*'''Success:''' The changeling can have a vision of the past or the future. She first declares a target, a person, place or object that she has visited, met or touched at least once. She can make herself the target. If she views the past, she can examine the target’s past with flawless clarity, seeing anything that has occurred. Each success allows the changeling to view up to one turn of time in that place in real time, beginning with the moment declared when the Contract was performed. Alternately, the character can ask a simple question about the target’s future and gain a general answer. Examples of proper questions include: “What time will Joseph Klein arrive home tonight” or “Will the North Park Strangler kill someone tonight?” (given a brief prior encounter with the Strangler). Improper questions get incoherent answers. Each success grants the changeling an answer to one question about the target’s future. Additional successes allow follow-up questions, allowing the changeling to get more specific details, such as asking if Joseph Klein will stop on his way home tonight or the exact time or location of the Strangler’s next murder. Performing this divination also causes temporary madness. If the changeling rolls three or fewer successes, she gains one of the following severe derangements: Megalomania, Multiple Personality, Paranoia or Schizophrenia. With four or more successes, she gains one of the following mild derangements: Narcissism, Irrationality, Suspicion or Vocalization. Regardless of successes rolled, this madness lasts for one full day.&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;
===Fair Entrance===&lt;br /&gt;
This Contract allows the changeling to open any door as easily as the owner, instantly disarming all alarm systems and locks. However, by using this Contract, the character ensures she will be left similarly vulnerable. The next time someone with hostile or malevolent intent tries a lock on a dwelling or vehicle regularly used by the character, the lock is open and any alarm systems fails to function. However, any cameras that passively record all who enter or leave a region will record the character. (CtL 165)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Larceny Skill|Larceny]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' When used to open the door to the dwelling of a personal enemy — someone who the character knows, who knows the character and who has admitted his enmity to the character.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The Contract fails to work, and the character need pay no price.&lt;br /&gt;
*'''Success:''' The Contract opens the desired door. If examined, the door the character opened shows signs of having been opened, and cameras or recording equipment will reveal the intrusion. Later, one of the changeling’s doors or other locks suffers the same effect. Using this Contract multiple times before the price is paid attracts people with malicious intent to the character’s dwelling and vehicle and makes attempts to break into or steal them far more likely.&lt;br /&gt;
*'''Exceptional Success:''' The desired door shows no trace of having been opened by the character, and any cameras or recording equipment associated with the door do not record the character’s presence.&lt;br /&gt;
&lt;br /&gt;
===Fool’s Gold===&lt;br /&gt;
A common fae deceit, this Contract can make one object appear to be another by covering it with the Mask. This Contract’s most common use is to trick foolish, greedy mortals into accepting worthless dross in payment for valuable goods or services; in this day and age, however, that can be dangerous, as the Contract leaves its dupes aware of who tricked them. The Gentry like to be remembered, after all. (CtL 166)&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 uses this Contract to deceive someone who has been dishonest to or broken his word to the changeling in the past 24 hours.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling fails to conceal the object behind the Mask, and cannot attempt to use this Contract again for 24 hours.&lt;br /&gt;
*'''Failure:''' The changeling fails to conceal the object behind the Mask.&lt;br /&gt;
*'''Success:''' The changeling makes an ordinary, mundane object appear to be another object of similar size and shape. This is, specifically, granting the object an aspect of the Mask, and all the rules governing the Mask apply. A weapon cannot be made to look completely non-threatening, for example, and armor can be disguised as some less suspicious form of protective clothing (such as sports padding) but not as ordinary clothing. This Contract cannot affect anything too large for the changeling to carry comfortably. This effect is a purely psychological one on the part of mortals interacting with the object, just as the Mask covering a changeling’s mien. A dry leaf disguised as a $100 bill will look and feel exactly like a $100 bill to any mortal who interacts with it, but it will not stand up to counterfeit detection measures. Likewise, a playing card disguised as a platinum credit card will not read if swiped through a reader and does not access an actual account. Since this illusion is an effect of the Mask, ensorcelled mortals, other changelings and any other beings able to see through the Mask are automatically immune to this power. The transformative effects of this Contract last until the end of the scene. If the no longer Masked object is in the possession of a mortal or supernatural being affected by the Mask (for example, if the changeling used phantom money to pay for something), that individual develops a certainty that the changeling was somehow connected to the Masked objects.&lt;br /&gt;
*'''Exceptional Success:''' As an ordinary success, except that the Mask lasts until the next sunrise and witnesses do not gain a Wits + Composure roll to recognize the changeling’s involvement.&lt;br /&gt;
&lt;br /&gt;
==••• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Burden of Life===&lt;br /&gt;
As long as the changeling does so swiftly, he can heal someone from an injury or catastrophic event such as a heart attack. However, the healing causes the changeling to take on the burden of that person’s life. For the next full day, all damage that would harm that person applies to the changeling instead. The changeling cannot heal herself with this Contract. (CtL 166)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Empathy Skill|Empathy]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The target was injured during the act of saving the character from harm.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The changeling neither heals the target nor takes on the burden.&lt;br /&gt;
*'''Success:''' For every success rolled, the target heals two points of damage. This Contract heals aggravated damage first, and if all of that is healed, the Contract heals lethal and then bashing damage. If the subject had taken at least four levels of lethal damage, and is healed of at least four levels of lethal or aggravated, the life burden is activated. For the next full day, all damage that the target would suffer instead affects the changeling. No armor, Contracts or other protections can prevent this damage from affecting the changeling. During this time, the target is immune to all damage save that delivered by cold iron. Self-destructive targets can swiftly kill or seriously injure the changeling. A changeling can use this Contract as often as desired, but for a day after using it, he cannot have this Contract used upon him — all such attempts automatically fail. A single target cannot benefit from this Contract more than once a day. To use this Contract, the changeling must touch the target within a number of turns of the injury or event equal to the changeling’s Wyrd.&lt;br /&gt;
*'''Exceptional Success:''' Regardless of severity, the target’s injuries are completely healed.&lt;br /&gt;
&lt;br /&gt;
===Delayed Harm=== &lt;br /&gt;
The character can avoid any single lethal or aggravated attack she can see coming. However, the next lethal or aggravated attack upon the character is worse than it normally would be. This Contract may be used after the attack is actually rolled. (CtL 167)&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Dexterity]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Reflexive]]&lt;br /&gt;
*'''Catch:''' The character is attacked while unarmed or otherwise not immediately able to defend herself.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The attack affects the changeling normally, but all successes on this attack roll are also added to the next attack doing lethal or aggravated damage that strikes the character.&lt;br /&gt;
*'''Failure:''' The Contract fails to work, and the character need pay no price.&lt;br /&gt;
*'''Success:''' Each success subtracts one point of damage. If sufficient successes are rolled, the changeling is unharmed. Each subtracted point of damage is then added to the next lethal or aggravated attack that injures the character. If the attack “blocked” was aggravated and the next attack suffered is lethal, the character takes two additional points of lethal damage. This Contract functions only on attacks doing lethal or aggravated damage, and cannot be used to block damage incurred from using this Contract.&lt;br /&gt;
*'''Exceptional Success:''' The attack fails to strike the character but is rolled anyway to determine the number of successes to be added to the next attack.&lt;br /&gt;
&lt;br /&gt;
===Goblin Midwife===&lt;br /&gt;
This Contract allows the changeling to act as that go-between, blessing the subject with a temporary increase in fertility. The drawback is twofold, however. First, the child or children conceived with the aid of this Contract will bear some sort of faerie curse. Second, the character using the Contract suffers a mild backlash of twisted love; a former or current paramour develops a strong antipathy for the character. If the character using the Contract has no lovers past or present who are not already bitter and resentful towards him, then the curse will fall on the next object of his affections. He cannot use this Contract again until the curse has been expiated. (Goblin Markets 25)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Empathy Skill|Empathy]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:'''  The target of the Contract has broken the changeling’s heart.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:'''  Something goes terribly wrong. The target may sire or bear a true monster, or suffer a terrible curse that takes effect upon seeing or holding a child. &lt;br /&gt;
*'''Failure:''' The Contract has no effect, though its curse on the user is still levied. It cannot be used again until the curse has been expiated. &lt;br /&gt;
*'''Success:''' The target and the ﬁrst sexual partner the target takes after receiving this blessing are both made temporarily fertile; even a vasectomy or tubal ligation will temporarily undo itself. For the next night and a day, the target may conceive or bear a child at greatly increased odds. Pregnancy is not guaranteed, but only extreme circumstances or outright supernatural interference will prevent sexual intercourse from resulting in conception. As described above, any resulting child is born with some form of minor fae curse, and a curse of antipathy falls on the changeling using the Contract.&lt;br /&gt;
*'''Exceptional Success:''' The child conceived by use of this Contract is born with some minor fae boon as well as the curse. This manifests as a Merit of up to three dots; the Storyteller may choose the Merit that will eventually take hold, or allow the character to choose the blessing’s form.&lt;br /&gt;
&lt;br /&gt;
==•••• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Good and Bad Luck=== &lt;br /&gt;
The character can make a single lucky guess, at the price of a bout of bad luck. The guess can determine which apartment in a building holds a sniper, or uncover a lottery number or computer password. However, the chance of determining the correct guess must be one in 10,000 or better — sufficient to guess four digits in a password or win approximately $500 at lottery or gambling. The bad luck is similarly impressive, striking only when it would do the worst harm. (CtL 167)&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 character is using the Contract to best a single well-known rival or enemy.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The changeling finds neither good nor bad luck.&lt;br /&gt;
*'''Success:''' The character makes a single lucky guess with odds no greater than one in 10,000. However, the next roll he fails while under significant stress, including the physical stress of combat, the emotional stress of important social expectations or simple time pressure, automatically becomes a dramatic failure. Because of the power inherent in this Contract, only an important failed roll becomes a dramatic failure. However, this bad luck almost never waits more than a month to strike.&lt;br /&gt;
*'''Exceptional Success:''' The guesser can make a one in 100,000 guess, potentially winning as much as $5,000.&lt;br /&gt;
&lt;br /&gt;
===Call the Hunt=== &lt;br /&gt;
This dread Contract is its own price. The changeling calls a Fae hunting party. The character can only use this Contract within clear sight of an entrance into the Hedge, and the Wild Hunt emerges from that point in the Hedge. This Contract sends what seems to be a call for aid by a powerful and important Fae; when the hunting party discovers otherwise, they will certainly look into who called them. (CtL 167)&lt;br /&gt;
*'''Cost:''' 1 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The character is actually in the Hedge.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The hunting party hears the call but is aware that it was made by the changeling. They may come anyway, specifically to hunt the changeling who called them.&lt;br /&gt;
*'''Failure:''' The Contract fails, and the hunting party is not called.&lt;br /&gt;
*'''Success:''' The character calls the Wild Hunt, and it arrives within 10 minutes.&lt;br /&gt;
*'''Exceptional Success:''' The hunting party arrives the turn after the character performs this Contract.&lt;br /&gt;
&lt;br /&gt;
==••••• Dot Contracts== &lt;br /&gt;
&lt;br /&gt;
===Lost and Found=== &lt;br /&gt;
This Contract allows the character to escape from almost any situation, but his current location becomes known to another enemy. (CtL 168)&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The changeling is escaping a well-known enemy who has been after her personally for more than a year.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price without benefit.&lt;br /&gt;
*'''Failure:''' The Contract fails, and the character does not escape.&lt;br /&gt;
*'''Success:''' Through some coincidence, the character can escape pursuit or captivity. A distraction may draw off pursuers. The character may find her bonds are not as tight as she thought, that someone left the cell door open or keys within easy reach and her guards are asleep or busy. As long as some possible coincidence allows her to escape capture or pursuit, she automatically escapes. However, as soon as the character has escaped, another of the character’s enemies, or at minimum someone looking for her for some malevolent purpose, such as a bounty hunter or an agent of the Fae, coincidentally discovers the character’s current location.&lt;br /&gt;
*'''Exceptional Success:''' In addition to the escape, the character’s captors or pursuers cannot find any trace of how she escaped or where she went. These traces are still visible to the new enemy that finds her location.&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Goblin_Contracts</id>
		<title>Goblin Contracts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Goblin_Contracts"/>
				<updated>2019-05-19T16:59:41Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|ctl}}{{TOC right}}&lt;br /&gt;
All Goblin Contracts are some of the shady goods that circulate among the underbelly of fae society. All are easy to learn and cost little Glamour. They are inexpensive because they are also intrinsically flawed. All Goblin Contracts come with a price — something harmful or problematic that happens to the changeling after the Contract is used. No known Contracts or other powers allow the changeling to escape paying this price.&lt;br /&gt;
&lt;br /&gt;
==• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Trading Luck for Fate===&lt;br /&gt;
The character knows the result of some random or otherwise impossible-to-determine event. In return, she experiences some sort of bad luck within the next several hours. The character cannot use this Contract again until this bad luck occurs. (CtL 164)&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:''' Using this Contract to win at gambling.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The character experiences neither good nor bad luck.&lt;br /&gt;
*'''Success:''' The caster knows the outcome of something random or similarly unknowable in her immediately vicinity, such as which of four streets the people she is pursuing fled down or which roll of scratch-tickets to buy to win between $10 and $25. The Contract cannot answer open questions (such as “Where can I find my target?”), only questions that select one of several obvious possibilities. This Contract cannot cause anything otherwise impossible to occur and cannot predict anything with odds of less than one in 100. During the next day, the changeling will experience a single incidence of bad luck — being cut off by a clumsy pedestrian while chasing someone, having an expensive suit of clothing ruined by being splashed by a passing car or having a cell phone run out of power at an inopportune time. This bad luck is never life threatening, merely distressing and inconvenient. At worst, an incident of bad luck will do two or three points of bashing damage to the character.&lt;br /&gt;
*'''Exceptional Success:''' The character makes an unusually accurate guess, winning $50 at the lottery, guessing the next two turns that someone fleeing will make.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shooter’s Bargain===&lt;br /&gt;
The changeling can bless a ranged weapon such as a bow, crossbow or gun so that two of the next three shots fired will be exceptionally accurate. However, one of these three (chosen by the Storyteller and unknown to the player or character) will automatically be a chance roll. (CtL 164)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Dexterity]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The character is fighting a duel or some other combat that has been agreed upon in advance by both sides.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The blessing fails, and the weapon is unaffected.&lt;br /&gt;
*'''Success:''' The character blesses a specific weapon so that two of the next three shots it makes hit with unusual accuracy. Each success reduces one die of ranged combat penalties normally due to the target’s distance (range penalties), position (such as being prone), size (for very small targets) or environmental factors such as darkness, snow, cover penalties or anything else that doesn’t directly work directly upon the changeling. However, one of the next three shots is cursed and will instead automatically be a chance roll. Neither the blessings nor the curse affects shots that are not made with the intent of hitting the target or where the gun fires blanks.&lt;br /&gt;
*'''Exceptional Success:''' Beyond greatly reducing the penalties to ranged attacks, no further bonus is gained.&lt;br /&gt;
&lt;br /&gt;
===Sight of Truth and Lies===&lt;br /&gt;
The changeling can automatically tell truth from lies, but while doing so, he must tell the truth. If he lies while using this Contract, he becomes temporarily incapable of telling truth from lies. (RoS 114)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Subterfuge]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The changeling uses this Contract at an official occasion, such as a trial or a formal gathering of the leaders of the local freehold.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' For the remainder of the scene, the changeling automatically believes all lies that are not immediately and obviously false.&lt;br /&gt;
*'''Failure:''' The Contract fails, and the changeling is left with his natural ability to tell truth from falsehood.&lt;br /&gt;
*'''Success:''' The character can automatically tell any lie spoken in his presence. He doesn’t know what the truth is, merely that any lie he hears is not true. The character can use this ability for one full scene. However, while doing so, the character must speak the truth at times during this scene. The character can remain silent, but any statement he makes must be true to the best of the character’s knowledge; he also cannot knowingly exaggerate. If the character lies for any reason, even a minor lie such as telling someone that her hideously garish shirt actually looks nice on her, then he becomes completely unable to tell truth from falsehood for the remainder of the scene. As long as a statement is not obviously false, such as someone claiming that it is nighttime when the character is standing under a hot noonday sun, the character is certain that the person is telling the truth and also that the statement itself is true, even if the statement is an obvious exaggeration to everyone else present. The character’s ability to tell truth from falsehood applies only in person or in two-way verbal conversations such as phone calls.&lt;br /&gt;
When hearing and telling lies, statements that the person honestly believes to be true are never considered lies, even if the statement is actually false. For this Contract, the ultimate definition of truth or falsehood is whether or not the person saying the statement believes it is true or not.&lt;br /&gt;
*'''Exceptional Success:''' The character can also tell truth from falsehood in recorded media such as television shows or in print.&lt;br /&gt;
&lt;br /&gt;
==•• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Diviner’s Madness===&lt;br /&gt;
The changeling gains an accurate image of the past or the future of some person or place. Afterwards, she temporarily goes somewhat mad. All madness lasts for one day. At the end of this time, the changeling also forgets the contents of the divination. (CtL 165)&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:''' Divining the past or the future of someone the changeling is in love with.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling gains one of the severe derangements listed below for one day.&lt;br /&gt;
*'''Failure:''' The changeling experiences no visions or madness.&lt;br /&gt;
*'''Success:''' The changeling can have a vision of the past or the future. She first declares a target, a person, place or object that she has visited, met or touched at least once. She can make herself the target. If she views the past, she can examine the target’s past with flawless clarity, seeing anything that has occurred. Each success allows the changeling to view up to one turn of time in that place in real time, beginning with the moment declared when the Contract was performed. Alternately, the character can ask a simple question about the target’s future and gain a general answer. Examples of proper questions include: “What time will Joseph Klein arrive home tonight” or “Will the North Park Strangler kill someone tonight?” (given a brief prior encounter with the Strangler). Improper questions get incoherent answers. Each success grants the changeling an answer to one question about the target’s future. Additional successes allow follow-up questions, allowing the changeling to get more specific details, such as asking if Joseph Klein will stop on his way home tonight or the exact time or location of the Strangler’s next murder. Performing this divination also causes temporary madness. If the changeling rolls three or fewer successes, she gains one of the following severe derangements: Megalomania, Multiple Personality, Paranoia or Schizophrenia. With four or more successes, she gains one of the following mild derangements: Narcissism, Irrationality, Suspicion or Vocalization. Regardless of successes rolled, this madness lasts for one full day.&lt;br /&gt;
*'''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.&lt;br /&gt;
&lt;br /&gt;
===Fair Entrance===&lt;br /&gt;
This Contract allows the changeling to open any door as easily as the owner, instantly disarming all alarm systems and locks. However, by using this Contract, the character ensures she will be left similarly vulnerable. The next time someone with hostile or malevolent intent tries a lock on a dwelling or vehicle regularly used by the character, the lock is open and any alarm systems fails to function. However, any cameras that passively record all who enter or leave a region will record the character. (CtL 165)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Larceny Skill|Larceny]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' When used to open the door to the dwelling of a personal enemy — someone who the character knows, who knows the character and who has admitted his enmity to the character.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The Contract fails to work, and the character need pay no price.&lt;br /&gt;
*'''Success:''' The Contract opens the desired door. If examined, the door the character opened shows signs of having been opened, and cameras or recording equipment will reveal the intrusion. Later, one of the changeling’s doors or other locks suffers the same effect. Using this Contract multiple times before the price is paid attracts people with malicious intent to the character’s dwelling and vehicle and makes attempts to break into or steal them far more likely.&lt;br /&gt;
*'''Exceptional Success:''' The desired door shows no trace of having been opened by the character, and any cameras or recording equipment associated with the door do not record the character’s presence.&lt;br /&gt;
&lt;br /&gt;
===Fool’s Gold===&lt;br /&gt;
A common fae deceit, this Contract can make one object appear to be another by covering it with the Mask. This Contract’s most common use is to trick foolish, greedy mortals into accepting worthless dross in payment for valuable goods or services; in this day and age, however, that can be dangerous, as the Contract leaves its dupes aware of who tricked them. The Gentry like to be remembered, after all. (CtL 166)&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 uses this Contract to deceive someone who has been dishonest to or broken his word to the changeling in the past 24 hours.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling fails to conceal the object behind the Mask, and cannot attempt to use this Contract again for 24 hours.&lt;br /&gt;
*'''Failure:''' The changeling fails to conceal the object behind the Mask.&lt;br /&gt;
*'''Success:''' The changeling makes an ordinary, mundane object appear to be another object of similar size and shape. This is, specifically, granting the object an aspect of the Mask, and all the rules governing the Mask apply. A weapon cannot be made to look completely non-threatening, for example, and armor can be disguised as some less suspicious form of protective clothing (such as sports padding) but not as ordinary clothing. This Contract cannot affect anything too large for the changeling to carry comfortably. This effect is a purely psychological one on the part of mortals interacting with the object, just as the Mask covering a changeling’s mien. A dry leaf disguised as a $100 bill will look and feel exactly like a $100 bill to any mortal who interacts with it, but it will not stand up to counterfeit detection measures. Likewise, a playing card disguised as a platinum credit card will not read if swiped through a reader and does not access an actual account. Since this illusion is an effect of the Mask, ensorcelled mortals, other changelings and any other beings able to see through the Mask are automatically immune to this power. The transformative effects of this Contract last until the end of the scene. If the no longer Masked object is in the possession of a mortal or supernatural being affected by the Mask (for example, if the changeling used phantom money to pay for something), that individual develops a certainty that the changeling was somehow connected to the Masked objects.&lt;br /&gt;
*'''Exceptional Success:''' As an ordinary success, except that the Mask lasts until the next sunrise and witnesses do not gain a Wits + Composure roll to recognize the changeling’s involvement.&lt;br /&gt;
&lt;br /&gt;
==••• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Burden of Life===&lt;br /&gt;
As long as the changeling does so swiftly, he can heal someone from an injury or catastrophic event such as a heart attack. However, the healing causes the changeling to take on the burden of that person’s life. For the next full day, all damage that would harm that person applies to the changeling instead. The changeling cannot heal herself with this Contract. (CtL 166)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Empathy Skill|Empathy]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The target was injured during the act of saving the character from harm.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The changeling neither heals the target nor takes on the burden.&lt;br /&gt;
*'''Success:''' For every success rolled, the target heals two points of damage. This Contract heals aggravated damage first, and if all of that is healed, the Contract heals lethal and then bashing damage. If the subject had taken at least four levels of lethal damage, and is healed of at least four levels of lethal or aggravated, the life burden is activated. For the next full day, all damage that the target would suffer instead affects the changeling. No armor, Contracts or other protections can prevent this damage from affecting the changeling. During this time, the target is immune to all damage save that delivered by cold iron. Self-destructive targets can swiftly kill or seriously injure the changeling. A changeling can use this Contract as often as desired, but for a day after using it, he cannot have this Contract used upon him — all such attempts automatically fail. A single target cannot benefit from this Contract more than once a day. To use this Contract, the changeling must touch the target within a number of turns of the injury or event equal to the changeling’s Wyrd.&lt;br /&gt;
*'''Exceptional Success:''' Regardless of severity, the target’s injuries are completely healed.&lt;br /&gt;
&lt;br /&gt;
===Delayed Harm=== &lt;br /&gt;
The character can avoid any single lethal or aggravated attack she can see coming. However, the next lethal or aggravated attack upon the character is worse than it normally would be. This Contract may be used after the attack is actually rolled. (CtL 167)&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Dexterity]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Reflexive]]&lt;br /&gt;
*'''Catch:''' The character is attacked while unarmed or otherwise not immediately able to defend herself.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The attack affects the changeling normally, but all successes on this attack roll are also added to the next attack doing lethal or aggravated damage that strikes the character.&lt;br /&gt;
*'''Failure:''' The Contract fails to work, and the character need pay no price.&lt;br /&gt;
*'''Success:''' Each success subtracts one point of damage. If sufficient successes are rolled, the changeling is unharmed. Each subtracted point of damage is then added to the next lethal or aggravated attack that injures the character. If the attack “blocked” was aggravated and the next attack suffered is lethal, the character takes two additional points of lethal damage. This Contract functions only on attacks doing lethal or aggravated damage, and cannot be used to block damage incurred from using this Contract.&lt;br /&gt;
*'''Exceptional Success:''' The attack fails to strike the character but is rolled anyway to determine the number of successes to be added to the next attack.&lt;br /&gt;
&lt;br /&gt;
===Goblin Midwife===&lt;br /&gt;
This Contract allows the changeling to act as that go-between, blessing the subject with a temporary increase in fertility. The drawback is twofold, however. First, the child or children conceived with the aid of this Contract will bear some sort of faerie curse. Second, the character using the Contract suffers a mild backlash of twisted love; a former or current paramour develops a strong antipathy for the character. If the character using the Contract has no lovers past or present who are not already bitter and resentful towards him, then the curse will fall on the next object of his affections. He cannot use this Contract again until the curse has been expiated. (Goblin Markets 25)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Empathy Skill|Empathy]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:'''  The target of the Contract has broken the changeling’s heart.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:'''  Something goes terribly wrong. The target may sire or bear a true monster, or suffer a terrible curse that takes effect upon seeing or holding a child. &lt;br /&gt;
*'''Failure:''' The Contract has no effect, though its curse on the user is still levied. It cannot be used again until the curse has been expiated. &lt;br /&gt;
*'''Success:''' The target and the ﬁrst sexual partner the target takes after receiving this blessing are both made temporarily fertile; even a vasectomy or tubal ligation will temporarily undo itself. For the next night and a day, the target may conceive or bear a child at greatly increased odds. Pregnancy is not guaranteed, but only extreme circumstances or outright supernatural interference will prevent sexual intercourse from resulting in conception. As described above, any resulting child is born with some form of minor fae curse, and a curse of antipathy falls on the changeling using the Contract.&lt;br /&gt;
*'''Exceptional Success:''' The child conceived by use of this Contract is born with some minor fae boon as well as the curse. This manifests as a Merit of up to three dots; the Storyteller may choose the Merit that will eventually take hold, or allow the character to choose the blessing’s form.&lt;br /&gt;
&lt;br /&gt;
==•••• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Good and Bad Luck=== &lt;br /&gt;
The character can make a single lucky guess, at the price of a bout of bad luck. The guess can determine which apartment in a building holds a sniper, or uncover a lottery number or computer password. However, the chance of determining the correct guess must be one in 10,000 or better — sufficient to guess four digits in a password or win approximately $500 at lottery or gambling. The bad luck is similarly impressive, striking only when it would do the worst harm. (CtL 167)&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 character is using the Contract to best a single well-known rival or enemy.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The changeling finds neither good nor bad luck.&lt;br /&gt;
*'''Success:''' The character makes a single lucky guess with odds no greater than one in 10,000. However, the next roll he fails while under significant stress, including the physical stress of combat, the emotional stress of important social expectations or simple time pressure, automatically becomes a dramatic failure. Because of the power inherent in this Contract, only an important failed roll becomes a dramatic failure. However, this bad luck almost never waits more than a month to strike.&lt;br /&gt;
*'''Exceptional Success:''' The guesser can make a one in 100,000 guess, potentially winning as much as $5,000.&lt;br /&gt;
&lt;br /&gt;
===Call the Hunt=== &lt;br /&gt;
This dread Contract is its own price. The changeling calls a Fae hunting party. The character can only use this Contract within clear sight of an entrance into the Hedge, and the Wild Hunt emerges from that point in the Hedge. This Contract sends what seems to be a call for aid by a powerful and important Fae; when the hunting party discovers otherwise, they will certainly look into who called them. (CtL 167)&lt;br /&gt;
*'''Cost:''' 1 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The character is actually in the Hedge.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The hunting party hears the call but is aware that it was made by the changeling. They may come anyway, specifically to hunt the changeling who called them.&lt;br /&gt;
*'''Failure:''' The Contract fails, and the hunting party is not called.&lt;br /&gt;
*'''Success:''' The character calls the Wild Hunt, and it arrives within 10 minutes.&lt;br /&gt;
*'''Exceptional Success:''' The hunting party arrives the turn after the character performs this Contract.&lt;br /&gt;
&lt;br /&gt;
==••••• Dot Contracts== &lt;br /&gt;
&lt;br /&gt;
===Lost and Found=== &lt;br /&gt;
This Contract allows the character to escape from almost any situation, but his current location becomes known to another enemy. (CtL 168)&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The changeling is escaping a well-known enemy who has been after her personally for more than a year.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price without benefit.&lt;br /&gt;
*'''Failure:''' The Contract fails, and the character does not escape.&lt;br /&gt;
*'''Success:''' Through some coincidence, the character can escape pursuit or captivity. A distraction may draw off pursuers. The character may find her bonds are not as tight as she thought, that someone left the cell door open or keys within easy reach and her guards are asleep or busy. As long as some possible coincidence allows her to escape capture or pursuit, she automatically escapes. However, as soon as the character has escaped, another of the character’s enemies, or at minimum someone looking for her for some malevolent purpose, such as a bounty hunter or an agent of the Fae, coincidentally discovers the character’s current location.&lt;br /&gt;
*'''Exceptional Success:''' In addition to the escape, the character’s captors or pursuers cannot find any trace of how she escaped or where she went. These traces are still visible to the new enemy that finds her location.&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Goblin_Contracts</id>
		<title>Goblin Contracts</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Goblin_Contracts"/>
				<updated>2019-05-19T15:04:54Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|ctl}}{{TOC right}}&lt;br /&gt;
All Goblin Contracts are some of the shady goods that circulate among the underbelly of fae society. All are easy to learn and cost little Glamour. They are inexpensive because they are also intrinsically flawed. All Goblin Contracts come with a price — something harmful or problematic that happens to the changeling after the Contract is used. No known Contracts or other powers allow the changeling to escape paying this price.&lt;br /&gt;
&lt;br /&gt;
==• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Trading Luck for Fate===&lt;br /&gt;
The character knows the result of some random or otherwise impossible-to-determine event. In return, she experiences some sort of bad luck within the next several hours. The character cannot use this Contract again until this bad luck occurs. (CtL 164)&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:''' Using this Contract to win at gambling.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The character experiences neither good nor bad luck.&lt;br /&gt;
*'''Success:''' The caster knows the outcome of something random or similarly unknowable in her immediately vicinity, such as which of four streets the people she is pursuing fled down or which roll of scratch-tickets to buy to win between $10 and $25. The Contract cannot answer open questions (such as “Where can I find my target?”), only questions that select one of several obvious possibilities. This Contract cannot cause anything otherwise impossible to occur and cannot predict anything with odds of less than one in 100. During the next day, the changeling will experience a single incidence of bad luck — being cut off by a clumsy pedestrian while chasing someone, having an expensive suit of clothing ruined by being splashed by a passing car or having a cell phone run out of power at an inopportune time. This bad luck is never life threatening, merely distressing and inconvenient. At worst, an incident of bad luck will do two or three points of bashing damage to the character.&lt;br /&gt;
*'''Exceptional Success:''' The character makes an unusually accurate guess, winning $50 at the lottery, guessing the next two turns that someone fleeing will make.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shooter’s Bargain===&lt;br /&gt;
The changeling can bless a ranged weapon such as a bow, crossbow or gun so that two of the next three shots fired will be exceptionally accurate. However, one of these three (chosen by the Storyteller and unknown to the player or character) will automatically be a chance roll. (CtL 164)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Dexterity]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The character is fighting a duel or some other combat that has been agreed upon in advance by both sides.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The blessing fails, and the weapon is unaffected.&lt;br /&gt;
*'''Success:''' The character blesses a specific weapon so that two of the next three shots it makes hit with unusual accuracy. Each success reduces one die of ranged combat penalties normally due to the target’s distance (range penalties), position (such as being prone), size (for very small targets) or environmental factors such as darkness, snow, cover penalties or anything else that doesn’t directly work directly upon the changeling. However, one of the next three shots is cursed and will instead automatically be a chance roll. Neither the blessings nor the curse affects shots that are not made with the intent of hitting the target or where the gun fires blanks.&lt;br /&gt;
*'''Exceptional Success:''' Beyond greatly reducing the penalties to ranged attacks, no further bonus is gained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==•• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Diviner’s Madness===&lt;br /&gt;
The changeling gains an accurate image of the past or the future of some person or place. Afterwards, she temporarily goes somewhat mad. All madness lasts for one day. At the end of this time, the changeling also forgets the contents of the divination. (CtL 165)&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:''' Divining the past or the future of someone the changeling is in love with.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling gains one of the severe derangements listed below for one day.&lt;br /&gt;
*'''Failure:''' The changeling experiences no visions or madness.&lt;br /&gt;
*'''Success:''' The changeling can have a vision of the past or the future. She first declares a target, a person, place or object that she has visited, met or touched at least once. She can make herself the target. If she views the past, she can examine the target’s past with flawless clarity, seeing anything that has occurred. Each success allows the changeling to view up to one turn of time in that place in real time, beginning with the moment declared when the Contract was performed. Alternately, the character can ask a simple question about the target’s future and gain a general answer. Examples of proper questions include: “What time will Joseph Klein arrive home tonight” or “Will the North Park Strangler kill someone tonight?” (given a brief prior encounter with the Strangler). Improper questions get incoherent answers. Each success grants the changeling an answer to one question about the target’s future. Additional successes allow follow-up questions, allowing the changeling to get more specific details, such as asking if Joseph Klein will stop on his way home tonight or the exact time or location of the Strangler’s next murder. Performing this divination also causes temporary madness. If the changeling rolls three or fewer successes, she gains one of the following severe derangements: Megalomania, Multiple Personality, Paranoia or Schizophrenia. With four or more successes, she gains one of the following mild derangements: Narcissism, Irrationality, Suspicion or Vocalization. Regardless of successes rolled, this madness lasts for one full day.&lt;br /&gt;
*'''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.&lt;br /&gt;
&lt;br /&gt;
===Fair Entrance===&lt;br /&gt;
This Contract allows the changeling to open any door as easily as the owner, instantly disarming all alarm systems and locks. However, by using this Contract, the character ensures she will be left similarly vulnerable. The next time someone with hostile or malevolent intent tries a lock on a dwelling or vehicle regularly used by the character, the lock is open and any alarm systems fails to function. However, any cameras that passively record all who enter or leave a region will record the character. (CtL 165)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Larceny Skill|Larceny]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' When used to open the door to the dwelling of a personal enemy — someone who the character knows, who knows the character and who has admitted his enmity to the character.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The Contract fails to work, and the character need pay no price.&lt;br /&gt;
*'''Success:''' The Contract opens the desired door. If examined, the door the character opened shows signs of having been opened, and cameras or recording equipment will reveal the intrusion. Later, one of the changeling’s doors or other locks suffers the same effect. Using this Contract multiple times before the price is paid attracts people with malicious intent to the character’s dwelling and vehicle and makes attempts to break into or steal them far more likely.&lt;br /&gt;
*'''Exceptional Success:''' The desired door shows no trace of having been opened by the character, and any cameras or recording equipment associated with the door do not record the character’s presence.&lt;br /&gt;
&lt;br /&gt;
===Fool’s Gold===&lt;br /&gt;
A common fae deceit, this Contract can make one object appear to be another by covering it with the Mask. This Contract’s most common use is to trick foolish, greedy mortals into accepting worthless dross in payment for valuable goods or services; in this day and age, however, that can be dangerous, as the Contract leaves its dupes aware of who tricked them. The Gentry like to be remembered, after all. (CtL 166)&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 uses this Contract to deceive someone who has been dishonest to or broken his word to the changeling in the past 24 hours.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling fails to conceal the object behind the Mask, and cannot attempt to use this Contract again for 24 hours.&lt;br /&gt;
*'''Failure:''' The changeling fails to conceal the object behind the Mask.&lt;br /&gt;
*'''Success:''' The changeling makes an ordinary, mundane object appear to be another object of similar size and shape. This is, specifically, granting the object an aspect of the Mask, and all the rules governing the Mask apply. A weapon cannot be made to look completely non-threatening, for example, and armor can be disguised as some less suspicious form of protective clothing (such as sports padding) but not as ordinary clothing. This Contract cannot affect anything too large for the changeling to carry comfortably. This effect is a purely psychological one on the part of mortals interacting with the object, just as the Mask covering a changeling’s mien. A dry leaf disguised as a $100 bill will look and feel exactly like a $100 bill to any mortal who interacts with it, but it will not stand up to counterfeit detection measures. Likewise, a playing card disguised as a platinum credit card will not read if swiped through a reader and does not access an actual account. Since this illusion is an effect of the Mask, ensorcelled mortals, other changelings and any other beings able to see through the Mask are automatically immune to this power. The transformative effects of this Contract last until the end of the scene. If the no longer Masked object is in the possession of a mortal or supernatural being affected by the Mask (for example, if the changeling used phantom money to pay for something), that individual develops a certainty that the changeling was somehow connected to the Masked objects.&lt;br /&gt;
*'''Exceptional Success:''' As an ordinary success, except that the Mask lasts until the next sunrise and witnesses do not gain a Wits + Composure roll to recognize the changeling’s involvement.&lt;br /&gt;
&lt;br /&gt;
==••• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Burden of Life===&lt;br /&gt;
As long as the changeling does so swiftly, he can heal someone from an injury or catastrophic event such as a heart attack. However, the healing causes the changeling to take on the burden of that person’s life. For the next full day, all damage that would harm that person applies to the changeling instead. The changeling cannot heal herself with this Contract. (CtL 166)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Empathy Skill|Empathy]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The target was injured during the act of saving the character from harm.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The changeling neither heals the target nor takes on the burden.&lt;br /&gt;
*'''Success:''' For every success rolled, the target heals two points of damage. This Contract heals aggravated damage first, and if all of that is healed, the Contract heals lethal and then bashing damage. If the subject had taken at least four levels of lethal damage, and is healed of at least four levels of lethal or aggravated, the life burden is activated. For the next full day, all damage that the target would suffer instead affects the changeling. No armor, Contracts or other protections can prevent this damage from affecting the changeling. During this time, the target is immune to all damage save that delivered by cold iron. Self-destructive targets can swiftly kill or seriously injure the changeling. A changeling can use this Contract as often as desired, but for a day after using it, he cannot have this Contract used upon him — all such attempts automatically fail. A single target cannot benefit from this Contract more than once a day. To use this Contract, the changeling must touch the target within a number of turns of the injury or event equal to the changeling’s Wyrd.&lt;br /&gt;
*'''Exceptional Success:''' Regardless of severity, the target’s injuries are completely healed.&lt;br /&gt;
&lt;br /&gt;
===Delayed Harm=== &lt;br /&gt;
The character can avoid any single lethal or aggravated attack she can see coming. However, the next lethal or aggravated attack upon the character is worse than it normally would be. This Contract may be used after the attack is actually rolled. (CtL 167)&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Dexterity]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Reflexive]]&lt;br /&gt;
*'''Catch:''' The character is attacked while unarmed or otherwise not immediately able to defend herself.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The attack affects the changeling normally, but all successes on this attack roll are also added to the next attack doing lethal or aggravated damage that strikes the character.&lt;br /&gt;
*'''Failure:''' The Contract fails to work, and the character need pay no price.&lt;br /&gt;
*'''Success:''' Each success subtracts one point of damage. If sufficient successes are rolled, the changeling is unharmed. Each subtracted point of damage is then added to the next lethal or aggravated attack that injures the character. If the attack “blocked” was aggravated and the next attack suffered is lethal, the character takes two additional points of lethal damage. This Contract functions only on attacks doing lethal or aggravated damage, and cannot be used to block damage incurred from using this Contract.&lt;br /&gt;
*'''Exceptional Success:''' The attack fails to strike the character but is rolled anyway to determine the number of successes to be added to the next attack.&lt;br /&gt;
&lt;br /&gt;
===Goblin Midwife===&lt;br /&gt;
This Contract allows the changeling to act as that go-between, blessing the subject with a temporary increase in fertility. The drawback is twofold, however. First, the child or children conceived with the aid of this Contract will bear some sort of faerie curse. Second, the character using the Contract suffers a mild backlash of twisted love; a former or current paramour develops a strong antipathy for the character. If the character using the Contract has no lovers past or present who are not already bitter and resentful towards him, then the curse will fall on the next object of his affections. He cannot use this Contract again until the curse has been expiated. (Goblin Markets 25)&lt;br /&gt;
&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Empathy Skill|Empathy]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:'''  The target of the Contract has broken the changeling’s heart.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
*'''Dramatic Failure:'''  Something goes terribly wrong. The target may sire or bear a true monster, or suffer a terrible curse that takes effect upon seeing or holding a child. &lt;br /&gt;
*'''Failure:''' The Contract has no effect, though its curse on the user is still levied. It cannot be used again until the curse has been expiated. &lt;br /&gt;
*'''Success:''' The target and the ﬁrst sexual partner the target takes after receiving this blessing are both made temporarily fertile; even a vasectomy or tubal ligation will temporarily undo itself. For the next night and a day, the target may conceive or bear a child at greatly increased odds. Pregnancy is not guaranteed, but only extreme circumstances or outright supernatural interference will prevent sexual intercourse from resulting in conception. As described above, any resulting child is born with some form of minor fae curse, and a curse of antipathy falls on the changeling using the Contract.&lt;br /&gt;
*'''Exceptional Success:''' The child conceived by use of this Contract is born with some minor fae boon as well as the curse. This manifests as a Merit of up to three dots; the Storyteller may choose the Merit that will eventually take hold, or allow the character to choose the blessing’s form.&lt;br /&gt;
&lt;br /&gt;
==•••• Dot Contracts==&lt;br /&gt;
&lt;br /&gt;
===Good and Bad Luck=== &lt;br /&gt;
The character can make a single lucky guess, at the price of a bout of bad luck. The guess can determine which apartment in a building holds a sniper, or uncover a lottery number or computer password. However, the chance of determining the correct guess must be one in 10,000 or better — sufficient to guess four digits in a password or win approximately $500 at lottery or gambling. The bad luck is similarly impressive, striking only when it would do the worst harm. (CtL 167)&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 character is using the Contract to best a single well-known rival or enemy.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.&lt;br /&gt;
*'''Failure:''' The changeling finds neither good nor bad luck.&lt;br /&gt;
*'''Success:''' The character makes a single lucky guess with odds no greater than one in 10,000. However, the next roll he fails while under significant stress, including the physical stress of combat, the emotional stress of important social expectations or simple time pressure, automatically becomes a dramatic failure. Because of the power inherent in this Contract, only an important failed roll becomes a dramatic failure. However, this bad luck almost never waits more than a month to strike.&lt;br /&gt;
*'''Exceptional Success:''' The guesser can make a one in 100,000 guess, potentially winning as much as $5,000.&lt;br /&gt;
&lt;br /&gt;
===Call the Hunt=== &lt;br /&gt;
This dread Contract is its own price. The changeling calls a Fae hunting party. The character can only use this Contract within clear sight of an entrance into the Hedge, and the Wild Hunt emerges from that point in the Hedge. This Contract sends what seems to be a call for aid by a powerful and important Fae; when the hunting party discovers otherwise, they will certainly look into who called them. (CtL 167)&lt;br /&gt;
*'''Cost:''' 1 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The character is actually in the Hedge.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The hunting party hears the call but is aware that it was made by the changeling. They may come anyway, specifically to hunt the changeling who called them.&lt;br /&gt;
*'''Failure:''' The Contract fails, and the hunting party is not called.&lt;br /&gt;
*'''Success:''' The character calls the Wild Hunt, and it arrives within 10 minutes.&lt;br /&gt;
*'''Exceptional Success:''' The hunting party arrives the turn after the character performs this Contract.&lt;br /&gt;
&lt;br /&gt;
==••••• Dot Contracts== &lt;br /&gt;
&lt;br /&gt;
===Lost and Found=== &lt;br /&gt;
This Contract allows the character to escape from almost any situation, but his current location becomes known to another enemy. (CtL 168)&lt;br /&gt;
*'''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
*'''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]]&lt;br /&gt;
*'''Action:''' [[Action::Instant]]&lt;br /&gt;
*'''Catch:''' The changeling is escaping a well-known enemy who has been after her personally for more than a year.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
&lt;br /&gt;
*'''Dramatic Failure:''' The changeling pays the Contract’s price without benefit.&lt;br /&gt;
*'''Failure:''' The Contract fails, and the character does not escape.&lt;br /&gt;
*'''Success:''' Through some coincidence, the character can escape pursuit or captivity. A distraction may draw off pursuers. The character may find her bonds are not as tight as she thought, that someone left the cell door open or keys within easy reach and her guards are asleep or busy. As long as some possible coincidence allows her to escape capture or pursuit, she automatically escapes. However, as soon as the character has escaped, another of the character’s enemies, or at minimum someone looking for her for some malevolent purpose, such as a bounty hunter or an agent of the Fae, coincidentally discovers the character’s current location.&lt;br /&gt;
*'''Exceptional Success:''' In addition to the escape, the character’s captors or pursuers cannot find any trace of how she escaped or where she went. These traces are still visible to the new enemy that finds her location.&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}[[Category:Changeling: The Lost]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Fae_Mount</id>
		<title>Fae Mount</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Fae_Mount"/>
				<updated>2019-05-19T14:39:09Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Merit&lt;br /&gt;
|Source=Rites of Spring&lt;br /&gt;
|Pages=p. 89&lt;br /&gt;
|Status=Allowed&lt;br /&gt;
|Fixed=Yes&lt;br /&gt;
|Type=Retainer&lt;br /&gt;
|Restriction=Changeling&lt;br /&gt;
|Level1=1&lt;br /&gt;
|Level2=2&lt;br /&gt;
|Level3=3&lt;br /&gt;
|Level4=5&lt;br /&gt;
}}&lt;br /&gt;
You have earned the favor of a supernatural steed that can be called upon to act as a riding mount for you at any time you are in the Hedge. The Fae Mount comes to you anywhere in the Hedge when called (perhaps they are summoned by a particular whistle or summoning rhyme).  While the steed has no particular knowledge of Trods and must be directed by its rider.  The steed can travel up to twice the normal speed for a mundane horse while in the Hedge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{dot1}}==&lt;br /&gt;
Provides the Hedge equivalent of a simple steed&amp;lt;ref&amp;gt;[[World of Darkness Sourcebook|WoD]] p.203 (Horse)&amp;lt;/ref&amp;gt;.  The actual description varies to suit the fantastic nature of the Hedge and the mount may well be a motorcycle made of brass and obsidian, a steel-boned skeletal mare, a small hut that walks on chicken legs, or a slithering shadow-serpent). The steed has no supernatural powers other than the ability to manifest when summoned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{dot2}}== &lt;br /&gt;
This version has a minor supernatural ability.  You may choose from the following, or create your own, subject to Storyteller approval:&lt;br /&gt;
* the ability to run across water as if it were solid land&lt;br /&gt;
* the ability to fly (Speed 12 and can bear a rider or burden up to 300 pounds - that's about 136 kilograms)&lt;br /&gt;
* firebreathing&amp;lt;ref&amp;gt;[[World of Darkness Sourcebook]] p.180 (Fire - Torch)&amp;lt;/ref&amp;gt;&lt;br /&gt;
* the ability to carry up to three additional passengers of Size 6, or smaller&lt;br /&gt;
* a poisonous bite (Toxicity 4)&amp;lt;ref&amp;gt;[[World of Darkness Sourcebook]] p.181 (Poisons and Toxins)&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{dot3}}==&lt;br /&gt;
Offers the mount two of the above mentioned traits, or any four abilities of similar level, subject to&lt;br /&gt;
Storyteller approval, or some combination thereof.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=={{dot5}}==&lt;br /&gt;
&lt;br /&gt;
The steed possesses three of the aforementioned four traits as well as the ability to actually leave the Hedge and travel in the mortal world!&lt;br /&gt;
&lt;br /&gt;
While manifested, the Fae Mount is visible to human eyes (albeit seen as a mundane mount closest to its nature; a walking hut may look like a pickup truck with a large sleeper add-on, for example). The Fae Mount may remain in the physical world for a scene before it must return to the Hedge and rest there for a day and night before it may leave the Hedge again.&lt;br /&gt;
&lt;br /&gt;
The steed may open a portal to the Hedge if the rider feeds the steed a Glamour. Though - somewhat excitingly - by doing so the steed has no control over where the portal may lead.&lt;br /&gt;
&lt;br /&gt;
==ST Note==&lt;br /&gt;
For two dot Fae Mount and higher, you will be required to do two glimpses after approval.  You will also need to tag the current Story Teller for each of these glimpses. When adding an additional dot, Fae Mount 3 and 4, another glimpse will be needed for each. &lt;br /&gt;
&lt;br /&gt;
{{Links|Retainer}}{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Changeling_House_Rules</id>
		<title>Changeling House Rules</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Changeling_House_Rules"/>
				<updated>2019-03-16T01:13:27Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Information]]{{header|ctl}}{{TOC right}}&lt;br /&gt;
This serves as a compiled list of active rules for Changeling the Lost, and Changeling players venturing into other threads. These rules are a product of conversations between the STs and moderators, and a consideration of player suggestions.&lt;br /&gt;
&lt;br /&gt;
These rules are a work in progress as we continually try to ensure that the game is fun for everyone, and play between different Splats is facilitated.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* The [[Rules|Site Rules]] supersede Changeling-specific rules.&lt;br /&gt;
* '''Character Creation''':  Please see [[Character Creation for Changeling]].  It is also suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
* [[Willpower]]: Follow the link for recovery rules.  Willpower usage must be noted with [[Help:Power Icons|Power Icons]].&lt;br /&gt;
* '''Posting''': If a character goes 30 days without a post or without a public living room post by the player indicating a delay in posting time, the character will be marked Inactive.&lt;br /&gt;
* '''Inactivity''': Inactive characters may be reactivated if their players wrote them out of the threads they were in by themselves. If an ST has to remove your character from active scenes, then he or she will be considered Abandoned and you will probably not get the character back.&lt;br /&gt;
* '''Backgrounds''': We have some established backgrounds for other cities. If your character is going to be from one of them please check the following for what is established as cannon: {{#ask: [[Category:Cities]] [[Parent::Freehold]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Scenes==&lt;br /&gt;
Each Changeling Character may be in five (5) concurrent Scenes.&lt;br /&gt;
* This total includes, Plots, Socials, and Court meetings.&lt;br /&gt;
* Your character is required to attend Coronation Courts (4 times a year).&lt;br /&gt;
* This '''does not''' include Comms or Shards.&lt;br /&gt;
* [[Help:Tracker|Tracker]] and [[Help:Power Icons|Power Icons]] are used to monitor [[Scene]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signatures==&lt;br /&gt;
If you've [[Rules#Beginning_Play|set everything up properly]] (which is required), only a few things need to be added to the signature line.  &lt;br /&gt;
* Seeming, Kith and Mantle effect, if you have one.&lt;br /&gt;
* Merits that might be noticeable, such as Court Goodwill, Fame, Giant, or Striking Looks. &lt;br /&gt;
* Contracts and Pledges you have active -- keep all active pledges in either your signature or your minisheet. If you have an active pledge and it is not found in either of these places, you forfeit the benefit of this pledge.&lt;br /&gt;
* '''Optional''': Traits such as [[Health]], [[Vitae]], [[Willpower]] and their current state (if not in the signature, it must be in the Minisheet)&lt;br /&gt;
* When in combat, please include [[Defense]], [[Armor]], and [[Speed]]&lt;br /&gt;
&lt;br /&gt;
==Systems==&lt;br /&gt;
===Combat===&lt;br /&gt;
* Talking should be restricted to 1-3 syllables; any more (up to seven) will constitute an Action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glamour==&lt;br /&gt;
{{:Glamour}}&lt;br /&gt;
&lt;br /&gt;
==Clarity==&lt;br /&gt;
Obvious displays of Magic in Front of witnesses is NOT a Clarity 6 Breaking Point if the witnesses possess a template AND the Changeling knows this. It is just as damaging to the Changeling's hold on reality if he thinks the witness is mortal and he/she is not.&lt;br /&gt;
&lt;br /&gt;
Developing a Derangement for ANY length of time whatsoever calls for a Clarity 3 Breaking Point. This does not apply to any derangement gained through failed degeneration rolls.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! Not all Breaking Points are caused by the changeling. The actions of OTHERS can erode YOUR sanity. Beware.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
The following [[Kiths]] have [[Changeling]] House Rules: {{#ask: [[Kith of::+]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
The following [[Skills]] have [[Changeling]] House Rules: [[Occult Skill]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
'''Clarification:''' While RAW does not explicitly indicate whether certain Contracts require Line of Sight or for the user to be in sensory range of the target, here in the Edge of Darkness, we require that a character using a Contract on someone must have Line of Sight of their target in order to successfully use a Contract on them.&lt;br /&gt;
&lt;br /&gt;
===Shapeshifting Contracts===&lt;br /&gt;
Additionally, any contract that involves shapeshifting, such as Fang and Talon, Elements, or Mirror, display clearly fae aspects while in the Hedge. Thus, a Fang and Talon transformation into a dog in the Hedge will not appear as a regular German Shepard, but rather some combination of German Shepshep and fantastic creature, and a Mirror contract would perhaps leave a reflective quality to the user's skin.&lt;br /&gt;
&lt;br /&gt;
===Additional House Ruled Contracts===&lt;br /&gt;
The following [[Contracts]] have [[Changeling]] House Rules:  {{#ask: [[Category:Changeling House Rules]] [[Contract::+]]}}&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
* '''House Ruled [[Merits]]:'''  {{#ask:  [[Category:Changeling House Rules]] [[Source::!House Rule]]}}&lt;br /&gt;
* '''Custom [[Changeling]] [[Merits]]:'''  {{#ask:  [[Source::House Rule]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pledges==&lt;br /&gt;
Due the transient nature of play by post, only '''Lesser and Medial Durations''' (Day up to Season) are allowed until a character has been in play for a year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mechanics===&lt;br /&gt;
The Lost possess the ability to forge various supernatural agreements, even if they do not understand the actual forces at work behind them. The power to bind oneself to another with these strands of Fate is a function of one's Wyrd. In practice, a character will spend a point of Willpower and verbally state the terms of the pledge IC. Once it is accepted by the other party, the player should copy their post in the '''Current Pledges''' thread of the '''Freehold''' subforum along with a ''mention'' tag for the relevant ST.&lt;br /&gt;
* Post the desired mechanics of the Pledge.   If the Pledge is mechanically unsound, it will simply not bind.&lt;br /&gt;
* Players are encouraged to take advantage of commonly known pledges such as those those found in [[Changeling The Lost Sourcebook|CtL]] (185-190) and [[Rites of Spring|RoS]] (43-44). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and ST run NPCs.  Retainers, Allies, etc cannot be Pledged with.}}&lt;br /&gt;
&lt;br /&gt;
===Ensorcellment===&lt;br /&gt;
Ensorcellment only works on mortals. This specifically excludes any member of another venue with a supernatural template.&lt;br /&gt;
&lt;br /&gt;
The Glamour Invested into the Ensorcelled is taken out of the Changeling's maximum Glamour. So if someone at Wyrd 1 subjects someone to Ensorcellment, their new maximum Glamour is 9.&lt;br /&gt;
&lt;br /&gt;
===Blessings===&lt;br /&gt;
Any merit that is wholly mundane can be granted, except Social Merits such as Allies, Contacts, Resources, and Status. With ST approval, one of these restricted Merits may be gained by a pledge for the duration of one specific scene, however this would be an unusual exception.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Courts==&lt;br /&gt;
Only the Seasonal Courts are in play.&lt;br /&gt;
===Mantle===&lt;br /&gt;
[[Mantle]] effects are extensively [[Talk:Mantle|House-Ruled]].&lt;br /&gt;
{{Talk:Mantle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
Characters must be in play at least 6 months to become eligible for an Entitlement. This way, your character will be able to build in characters experiences as well as XP which will help explain your character's entrance into their chosen entitlement. After the six months have passed, and you gain permission to enter the entitlement (which can be done through a request on your character sheet, like an XP purchase submission), you will write two glimpses that show both why your character is entering the entitlement, and how they enter it (such as meeting a mentor for the first time).  You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;br /&gt;
&lt;br /&gt;
(Example:  Mack The Knife is always asking for money when someone asks for a favor in nearly every scene.  He would qualify for The Guild of Goldspinners.) &lt;br /&gt;
&lt;br /&gt;
The following [[Entitlements]] have been [[House Rules|House-Ruled]]:&lt;br /&gt;
* {{#ask: [[Category:Entitlements]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
==Dream Shaping==&lt;br /&gt;
&lt;br /&gt;
All Changelings are able to manipulate dreams in one of three ways. They may create a completely original dream by using the second clause of the Contracts of Dream, Forging the Dream. For access to a wider variety of more nuanced forms of dream shaping, a sleeping Changeling may enter a dream and use his understanding of the dreaming mind to manipulate it with Oneiromancy. In extreme situations, a knowledgable Changeling may even use the tangled paths of the Skein to travel from dream to dream.&lt;br /&gt;
&lt;br /&gt;
===Forging the Dream===&lt;br /&gt;
'''Contract of Dream •• : '''''“The character may edit the sleeper’s dreams and dictate their content, with the sole exception of depicting the sleeper’s death.”''&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], p.126&amp;lt;/ref&amp;gt; This Contract allows a Changeling to insert a dream into the psyche of a sleeper and then watch as it unfolds in the subject's mind. The number of successes rolled to invoke this clause determines the Intensity of the dream, and the Changeling may even attempt to Harvest Glamour from the dreamer's emotional response to it. Although this clause allows Changelings to craft dreams with the same effects as those that have been Dreamscaped, the contents are wholly dictated by the Changelings creating them, making it impossible to use Dream Riding techniques. In addition, the Contract ends as soon as the Changeling stops manipulating the events of the dream, severing the connection to the dreamer's psyche. Changelings are not asleep during the use of this Contract, and may choose to end it at any time as an instant action. However, if they are distracted or disturbed by anything outside of the dream, they must succeed on a reflexive [[Pool::Resolve]] + Composure roll to avoid ending it prematurely. Changelings must use Oneiromachy to gain control of the dream if they are not the only ones attempting to manipulate it(including the subject, if they are using this clause on a lucid dreamer, such as another Changeling).&lt;br /&gt;
&lt;br /&gt;
===Oneiromancy===&lt;br /&gt;
Dream manipulation through oneiromancy will follow the rules as written of the [[Changeling The Lost Sourcebook]]&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], pps.193-201&amp;lt;/ref&amp;gt;. The only exception is that recipients of Sleep Teaching do not gain an experience point if the Oneiromancer rolls an exceptional success for the Intensity of the dream. However, Sleep Teaching Glimpses will still earn the author extra experience at XP Report time.&lt;br /&gt;
&lt;br /&gt;
===The Skein===&lt;br /&gt;
Traveling the Skein requires one of three techniques as described in [[Dancers in the Dusk]]&amp;lt;ref&amp;gt;[[Dancers in the Dusk]], pps.15-18&amp;lt;/ref&amp;gt;: casting an Oneiroscope, dreamscaping the first gate, or hiring an Incubus guide. Casting an Oneiroscope requires an Oneiroscopy Occult skill specialty and if successful lets you determine when a suitable first gate can be found in the subject's dreams that will eventually lead to the desired destination dream. A suitable gate can also be Dreamscaped, however this action always causes the dreamer to experience a nightmare afterwards. Finally, an Incubus can be hired at the Goblin Market, allowing a Changeling to swiftly reach the destination dream without the need for any rolls. Regardless of which method is chosen, Skeinwalking is always a significant dream journey and should not be attempted lightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;br /&gt;
[[Category:Changeling House Rules]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:Smoke_and_Glass.jpg</id>
		<title>File:Smoke and Glass.jpg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Smoke_and_Glass.jpg"/>
				<updated>2018-12-15T05:34:21Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: Photo one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo one&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lily,_The</id>
		<title>Lily, The</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lily,_The"/>
				<updated>2018-07-15T22:32:23Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Opening Soon'''.&lt;br /&gt;
&lt;br /&gt;
Upscale cocktail and cigar bar, with private booths and lavish decor.  Separate areas that are well ventilated will accommodate individual smoking styles; vaping, cigarettes, and cigars.  There will be a main room with private booths available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
Deals, both business and pleasure, get closed here.  Set in a building that once was a bank and in several ways had the air of a nice gentlemen's club with just a bit of a flair of a cocktail bar.&lt;br /&gt;
&lt;br /&gt;
It has kept some of the striking architecture and presence of the bank that it was once built in with the circular center of the main room sunken into the floor by 3 steps. Large enough for a rather social sitting area fit for sitting and talking while smoking that is rather suited to the bullpen armchair politicing of the men's club atmosphere that the smoking lounges descend from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting into The Lily==&lt;br /&gt;
&lt;br /&gt;
To get access to The Lily your character must fulfill one of the following criteria:&lt;br /&gt;
&lt;br /&gt;
*[[Allies]]: ([[Clubs]]) {{dot2}} +&lt;br /&gt;
*[[Allies]]: ([[Entertainment]]) {{dot2}} +&lt;br /&gt;
*[[Barfly]]&lt;br /&gt;
*[[Fame]] {{dot1}} +&lt;br /&gt;
*[[Resources]] {{dot3}} +&lt;br /&gt;
*[[Status]] ([[Clubs]]) {{dot2}} +&lt;br /&gt;
*[[Status]] ([[Entertainment]]) {{dot2}} +&lt;br /&gt;
*[[Striking Looks]] {{dot2}} +&lt;br /&gt;
*VIP Card&lt;br /&gt;
*Being a +1 of someone with a VIP Card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Thelily_large.jpg|800px|The Lily]]&lt;br /&gt;
&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;
{{clear}}{{ch}}{{Geography}}[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lily,_The</id>
		<title>Lily, The</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lily,_The"/>
				<updated>2018-07-15T21:53:38Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Opening Soon'''.&lt;br /&gt;
&lt;br /&gt;
Upscale cocktail and cigar bar, with private booths and lavish decor.  Separate areas that are well ventilated will accommodate individual smoking styles; vaping, cigarettes, and cigars.  There will be a main room with private booths available.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
Deals, both business and pleasure, get closed here.  Set in a building that once was a bank and in several ways had the air of a nice gentlemen's club with just a bit of a flair of a cocktail bar.&lt;br /&gt;
&lt;br /&gt;
It has kept some of the striking architecture and presence of the bank that it was once built in with the circular center of the main room sunken into the floor by 3 steps. Large enough for a rather social sitting area fit for sitting and talking while smoking that is rather suited to the bullpen armchair politicing of the men's club atmosphere that the smoking lounges descend from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Getting into The Lily==&lt;br /&gt;
&lt;br /&gt;
To get access to The Lily your character must fulfill one of the following criteria:&lt;br /&gt;
&lt;br /&gt;
*[[Allies]]: ([[Clubs]]) {{dot2}} +&lt;br /&gt;
*[[Allies]]: ([[Entertainment]]) {{dot2}} +&lt;br /&gt;
*[[Barfly]]&lt;br /&gt;
*[[Fame]] {{dot1}} +&lt;br /&gt;
*[[Resources]] {{dot3}} +&lt;br /&gt;
*[[Status]] ([[Clubs]]) {{dot2}} +&lt;br /&gt;
*[[Status]] ([[Entertainment]]) {{dot2}} +&lt;br /&gt;
*[[Striking Looks]] {{dot2}} +&lt;br /&gt;
*VIP Card&lt;br /&gt;
*Being a +1 of someone with a VIP Card&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Thelily_large.jpg|800px|The Lily]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Geography}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:Maze_of_Mirrors2.jpg</id>
		<title>File:Maze of Mirrors2.jpg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Maze_of_Mirrors2.jpg"/>
				<updated>2017-05-15T13:40:39Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: Interior Picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interior Picture&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Funderland</id>
		<title>Funderland</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Funderland"/>
				<updated>2017-05-15T13:37:25Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Location&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Type=Amusement Park&lt;br /&gt;
|Established=2008/09/01&lt;br /&gt;
|Address=1350 17th Ave, Sacramento, CA 95822&lt;br /&gt;
|Location=38.53735,-121.501523&lt;br /&gt;
}}&lt;br /&gt;
Funderland Amusement Park has been dishing up kid-sized thrills since 1946! It is the only place to take the kids in Sacramento that has nine exciting amusement rides, a concession stand, birthday parties, and more. We are conveniently located in William Land Park next to the Sacramento Zoo and Fairytale Town.&lt;br /&gt;
&lt;br /&gt;
Funderland is a public location, but also the heart of Sacramento's [[Changeling]] [[Freehold]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Changeling==&lt;br /&gt;
Some Freeholds hide in plain sight, while others hide so well that new arrivals need an invitation and direction to even catch a hint of just where the Lost's stronghold resides.  The Freehold of Sacramento is of the former, and has always been, but with the death of the dragon [[Fairweather]], the Lost of Sacramento have taken control of, and are operating an amusement park. A self contained space, a fortress for the Lost, but one where mortals come spend their money, and offer up something more precious; Glamour. The park is divided along the lines of the Seasonal Courts, each having their own ride or featured building, so the Glamour is spiced in the layers of the four cardinal emotions.&lt;br /&gt;
&lt;br /&gt;
Much like the world - the Hedge - beside the mundane one, there is a private world beneath the park -- prohibition era tunnels, passages and even rooms. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Seasonal Courts===&lt;br /&gt;
Each Court influences an area of the park.&lt;br /&gt;
* Autumn's Haunted House and Horror Themed Escaped Rooms.&lt;br /&gt;
** A faithful replica of [[Ednas Boarding House]], the first few rooms are child friendly, designed to scare, but also delight. Fun, with a tint of fear is what these rooms are aiming for, but when the older kids, teenagers and adults delve deeper into the House a startling realization dawns. This isn't a replica. It is Sacramento's Witch House, each plank of wood and rusted nail brought over from where it once resided. All those ghosts and memories...they've been brought along for the ride, only they don't like being disturbed. They do not enjoy the parade of souls brought into the House disturbing their rest...of course the Lost know that there are no ghosts. [[Daniel Leto]] used his kith gained skills and the Contract of [[Shade and Spirit]] to make certain of this, but maybe with the House's relocation those Shades have been roused and now are restless, and...hungry.&lt;br /&gt;
&lt;br /&gt;
* Wishing Well of Spring&lt;br /&gt;
* Bumper Cars of Summer&lt;br /&gt;
* Winter's [[Maze of Mirrors]]&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;
{{clear}}{{Geography}}[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:Maze_of_Mirrors.jpg</id>
		<title>File:Maze of Mirrors.jpg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Maze_of_Mirrors.jpg"/>
				<updated>2017-05-15T13:36:27Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Forge,_The</id>
		<title>Forge, The</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Forge,_The"/>
				<updated>2016-05-17T23:33:53Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_Location&lt;br /&gt;
|Owner=Ramona Bohannon&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Type=Club&lt;br /&gt;
|Established=2011/06/01&lt;br /&gt;
|Image=Forge, The.jpg&lt;br /&gt;
|Location=38.574684,-121.472635&lt;br /&gt;
}}&lt;br /&gt;
__NoTOC__&lt;br /&gt;
&lt;br /&gt;
The Forge can be classified as a nightclub only because it is a club that is open at night. This live music venue is more in the vein of a cross between [http://www.cbgb.com/history/ CBGB] and [[Club Raven]] than [http://en.wikipedia.org/wiki/Studio_54 Studio 54] or [[Nox]]. It was opened in 2011 and operated by an unknown in the night life scene named [[Spartan|Caster Karalis]], but has since passed hands to [[Duncan]].&lt;br /&gt;
&lt;br /&gt;
==Information==&lt;br /&gt;
The main room is dominated by an industrial strength stage made from wood, Masonite and black diamond plating against the backdrop of twisted chains, concrete blocks, and chain link fencing. On either side, acid stained concrete bars stretch the entire length of the nightclub, ending with a hallway that leads to either the men's or women's restrooms. There are only a few small tables and stools scattered about, in addition to  a couple of pool tables located at the farthest end from the stage, but no real seating areas. It’s just a big open space, with a floor that has a Masonite-like material covering bare concrete. Near the main entrance, a set of stairs lead up to a mezzanine and what looks like an office of some sort. The stairs have a metal gate marked ''PRIVATE''. Under the mezzanine is what looks like a functional forge with a chimney going up through the roof to let the smoke out. Surrounded by a chain link fence, it isn't accessible to patrons, but they can still watch from a safe distance as local artists shape glowing metal with the traditional tools of hammer, anvil, and determination. Some of the metalworker's creations are on display behind the fence and can be purchased at the coat check counter near the entrance. This small gift shop also displays music by local musicians, t-shirts and shot glasses emblazoned with the nightclub's logo, and concert memorabilia in addition to the usual punk and heavy metal fashion accessories.&lt;br /&gt;
&lt;br /&gt;
The whole former factory space is made out of metal, Plexiglas, and concrete. The only things moving any air in the place, besides sweaty bodies,  are some slowly rotating industrial sized ceiling fans hanging from the steel rafters. If there are any air conditioners, they never seemed to be turned on outside of the office upstairs. The Forge wasn't built to be kind or helpful to anyone. It is built for a singular purpose, to listen to music, and punish bodies. No cuddly shit here.&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
* A Fight Cage is suspended from the ceiling on heavy duty winches that can be activated to lower the cage on fight night.&lt;br /&gt;
* The mezzanine area is a VIP lounge of sorts, reserved for fellow [[Changeling|Lost]] and trusted guests in their company. This private lounge has a pool table and comfortable couches in addition to a complimentary self-service bar for these special guests of the owner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sunday Bloody Sunday==&lt;br /&gt;
The Second Sunday of every month, The Forge is closed for everyone but a very select clientele. Men and Woman looking to fight. A Cage is set up, like an MMA octogon, only without the padding. This is gladiator night, a night for warriors who are not afraid to get bloody and hurt. Just like a mosh pit, but with a cash prize.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForgesForge.jpg|The Forge|x150px]]&lt;br /&gt;
[[Image:Cage.jpg|The Cage|x150px]]&lt;br /&gt;
&lt;br /&gt;
{{Geography}}[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lynn_Mills</id>
		<title>Lynn Mills</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lynn_Mills"/>
				<updated>2016-04-04T03:50:48Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/05/11&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Lynn Mills&lt;br /&gt;
|Freehold Status=2&lt;br /&gt;
|Freehold Titles=Steward&lt;br /&gt;
|Player Name=Trickster&lt;br /&gt;
|Court=Spring&lt;br /&gt;
|Mantle=3&lt;br /&gt;
|Spring Titles=Sovereign&lt;br /&gt;
|Seeming=Darkling&lt;br /&gt;
|Kith=Nightsinger&lt;br /&gt;
|Presence=2&lt;br /&gt;
|DualKith=Minstrel&lt;br /&gt;
|Appearance=Light brown skin with auburn hair, hazel eyes and a willowy build. She's quiet, and when sitting still could easily become part of the background.&lt;br /&gt;
|Quote=My dearest wish was granted. I'll regret it for the rest of my life.&lt;br /&gt;
|pic2=No&lt;br /&gt;
|Mienpic=No&lt;br /&gt;
|Position=Courtier&lt;br /&gt;
}}&lt;br /&gt;
Born Lynn Johnston in a tiny backwater town at the foot of the Rocky Mountains in Utah, she was graced with an uncanny skill with the fiddle; with people driving from all the nearby towns to hear her play at the festivals. There were many young men who wanted to catch her eye, but she only ever had time for Jason Mills, who sang with a voice that could rival her skills with the fiddle. They were a bold couple, she with sun kissed skin and warm auburn hair and he with hair as dark as night and pale white skin. They loved each other fiercely, but their families had forbidden them to marry. They were just as hard headed as their parents, running away in the dead of night, headed to California in the hopes of finding a new life.&lt;br /&gt;
&lt;br /&gt;
They were scrapping by, with Lynn busking on the street corners to pay for food while Jason looked for work. Then one day a woman came to Lynn while she played, listening with a frightening intensity. She was dressed in an unusual fashion, stylish, but out of date, as if she was wearing her grandmother’s cloths. She seemed, washed out somehow.&lt;br /&gt;
“You’re good my dear; so very good. Have you ever wanted to be a professional?”&lt;br /&gt;
Lynn smiled and shook her head. “No, thank you ma’am. I just play for the joy of it most of the time; the busking is just till my fiancé and I find our feet.” The woman smiled at that, a thin smile with a sort of edge that Lynn couldn’t identify.&lt;br /&gt;
“Well my dear, I’m in need of someone with your skills. I have a, retreat not to far from here. If you were to come play for me for the next, say year or so? I could make sure that you never had to worry about money again and you and your fiancé could always be together.” A giggle escaped her. “Let’s make it a year and a day. That’s what they did in the old tales, after all. And I do so love traditions.”&lt;br /&gt;
Lynn cleared her throat and started to pack away her fiddle. “Thanks for the offer ma’am, but it’s not the sort of thing that I would feel comfortable doing.” She swung the case to her shoulder, starting to edge away. The woman stepped closer, far closer than was comfortable.&lt;br /&gt;
“Ah my dear. I understand. Take my card and think about it, you may decide that it’s something that you want to do after all.” She pressed a small square a stiff paper into Lynn’s hand.&lt;br /&gt;
&lt;br /&gt;
Later that night, Lynn pushed open the door to the tiny apartment that they had managed to rent. She had just opened her mouth to Jason about her day when she noticed the way he slumped into his chair, staring despairingly at a newspaper in his hands. “What’s wrong, love?” Lynn brushed a kiss over his hair and sat down next to him, wrapping her arms around him. Jason turned and smiled sadly, wrapping his arms around her and burying his face in her hair for a moment before leaning back. “There’s no jobs that I can get, love. I’ve tried everything, they either never call me back or I never hear from them again. Even the ones that seem really glad to see me, turn me down eventually. I’ve tried everything. I can’t find anything.” Lynn bit her lip, feeling the small paper square tucked in her pocket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“My dear, I’m so glad you decided that you could come and play for me.” The pale woman, grinned, her teeth seeming to be unusually white and sharp. “Here, this will be your uniform,” she gestured to a gown of pale silk, “And you can set up just over there.” She waved her hand to a corner of the room. Lynn set her shoulders and nodded, following one of the silent staff off to another room to dress. She reappeared again several minutes later, to see the woman, who had never really introduced herself. She held out a wineglass full of some pale wine, smiling. Her teeth seemed even sharper than before, but Lynn fought down her shudders and accepted the wine, telling herself that she would be gone at the end of the night. If Jason agreed that it was dangerous, she’d never be back. She took the glass and sipped, and the world . . . went . . . . strange. It was as if she was in a never ending dream, playing endlessly. She never seemed to tire and the fiddle she played never went out of tune. It was a strange fiddle, pale wood and silver strings, that had been presented to her some time during her dreaming. The crowds that she played for would have frightened her, if fear hadn’t been denied to her in her current state.&lt;br /&gt;
&lt;br /&gt;
Finally she woke, coming back to herself with a sharp lurch. The White Lady stood before her, and there was no hiding the strangeness to her any longer. “My dear, you have fulfilled your end of the bargain.” She gestured and they were outside, standing near a road. “You have played for a year and a day in my court and you shall never want for money again.” Lynn looked around, feeling a spark of panic for the first time. “Where is Jason? He said he’d be waiting for me.” The White Lady laughed, cruelly. “Why child, look to your hand! For he’s been with you the entire time!” Lynn looked down at the fiddle and saw for the first time that it was carved of bone, with a portrait of Jason carved upon it. She saw, and she screamed; for a very long time. She tried to bury it in the forest. She tried to send it away. But the White Lady spoke truly. She could not be parted from her love; or what remained of him.&lt;br /&gt;
&lt;br /&gt;
Now she was walking the roads of the new time that she found herself in, for while but a day had passed in her endless dreaming, twenty years had passed in the world outside. She had found that she now possessed ‘credit cards’ that allowed her to purchase whatever she wished, although she didn’t want much. She had made her way to the city of Sacramento, California and was looking around for others like herself. She had had enough of walking the roads alone and wanted to find a community of some sort. Her family wouldn’t know her if she tried to go home; she found out later that they thought her dead. And she supposed that the girl that they knew was gone, she changed her name to Mills, to honor her dead love. Lynn Mills was the face she showed the world now and she would wander no longer.&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}}{{Changeling Character}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Who%27s_Who:_Changeling</id>
		<title>Who's Who: Changeling</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Who%27s_Who:_Changeling"/>
				<updated>2016-04-03T17:15:24Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{header|ctl}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
==The Freehold Sovereigns==&lt;br /&gt;
{{Changeling/Sovereigns&lt;br /&gt;
|Season=Spring&lt;br /&gt;
|AutumnSov={{#ask: [[Concept:Active Changelings]] [[Autumn Titles::Sovereign]] |link=none }}&lt;br /&gt;
|SpringSov={{#ask: [[Concept:Active Changelings]] [[Spring Titles::Sovereign]] |link=none }}&lt;br /&gt;
|SummerSov={{#ask: [[Concept:Active Changelings]] [[Summer Titles::Sovereign]] |link=none }}&lt;br /&gt;
|WinterSov={{#ask: [[Concept:Active Changelings]] [[Winter Titles::Sovereign]] |link=none }}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Freehold}}&lt;br /&gt;
&lt;br /&gt;
==Freehold Status==&lt;br /&gt;
&amp;lt;div class=&amp;quot;&amp;quot; style=&amp;quot;background: black; border-radius: 5px; border: 1px solid #002800; overflow: hidden; padding-right: 3px;&amp;quot; &amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; overflow: hidden;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; font-size: 200%;&amp;quot;&amp;gt;'''{{dot5}}'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::5]] |format = ul }}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; overflow: hidden;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; font-size: 200%;&amp;quot;&amp;gt;'''{{dot4}}'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::4]] |format = ul }}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; overflow: hidden;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; font-size: 200%;&amp;quot;&amp;gt;'''{{dot3}}'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::3]] |format = ul }}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; overflow: hidden;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; font-size: 200%;&amp;quot;&amp;gt;'''{{dot2}}'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::2]] |format = ul }}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; overflow: hidden;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; font-size: 200%;&amp;quot;&amp;gt;'''{{dot1}}'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::1]] |format = ul }}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; overflow: hidden;  padding-right: 3px;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid;&amp;quot;&amp;gt;&amp;lt;font size=2&amp;gt;'''No Status'''&amp;lt;/font&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::0]] |format = ul }}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Courts ([[Mantle]])==&lt;br /&gt;
&amp;lt;div class=&amp;quot;&amp;quot; style=&amp;quot;background: black; border-radius: 5px; border: 1px solid #002800;&amp;quot; &amp;gt;&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 20%; padding: 1px 1em 0; white-space: nowrap; overflow: hidden;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px #1a1a1a solid;&amp;quot;&amp;gt;'''[[Autumn]]'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ask: [[Concept:Active Changelings]] [[Court::Autumn]] [[Mantle::+]] |?Mantle |sort=Mantle, |order=descending |format=template |template=Vampire/Status/Format}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 20%; padding: 1px 1em 0; white-space: nowrap; overflow: hidden;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px #1a1a1a solid;&amp;quot;&amp;gt;'''[[Spring]]'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ask: [[Concept:Active Changelings]] [[Court::Spring]] [[Mantle::+]] |?Mantle |sort=Mantle, |order=descending |format=template |template=Vampire/Status/Format}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 20%; padding: 1px 1em 0; white-space: nowrap; overflow: hidden;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px #1a1a1a solid;&amp;quot;&amp;gt;'''[[Summer]]'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ask: [[Concept:Active Changelings]] [[Court::Summer]] [[Mantle::+]] |?Mantle |sort=Mantle, |order=descending |format=template |template=Vampire/Status/Format}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 20%; padding: 1px 1em 0; white-space: nowrap; overflow: hidden;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px #1a1a1a solid;&amp;quot;&amp;gt;'''[[Winter]]'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ask: [[Concept:Active Changelings]] [[Court::Winter]] [[Mantle::+]] |?Mantle |sort=Mantle, |order=descending |format=template |template=Vampire/Status/Format}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 20%; padding: 1px 1em 0; white-space: nowrap; overflow: hidden;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px #1a1a1a solid;&amp;quot;&amp;gt;'''Courtless'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ask: [[Concept:Active Changelings]] [[Court::Courtless]] [[Mantle::+]] |?Mantle |sort=Mantle, |order=descending |format=template |template=Vampire/Status/Format}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|ctl}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Rick_Pereg</id>
		<title>Rick Pereg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Rick_Pereg"/>
				<updated>2016-04-01T15:18:21Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2009/08/07&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Rick Pereg&lt;br /&gt;
|Freehold Status=3&lt;br /&gt;
|Player Name=Lesingnon&lt;br /&gt;
|Court=Autumn&lt;br /&gt;
|Mantle=5&lt;br /&gt;
|Autumn Titles=Ranger&lt;br /&gt;
|Seeming=Elemental&lt;br /&gt;
|Kith=Airtouched&lt;br /&gt;
|Presence=2&lt;br /&gt;
|Presence Description=Observant&lt;br /&gt;
|DualKith=Cleareyes&lt;br /&gt;
|Appearance=Self-Assured&lt;br /&gt;
|Avatar=Milo Ventimiglia&lt;br /&gt;
|pic2=No&lt;br /&gt;
|Mienpic=No&lt;br /&gt;
|Position=Autumn's Ranger&lt;br /&gt;
|Portrait=Rick Pereg.jpg&lt;br /&gt;
|Notes=Former [[Former Position::Legate of Mists]] of [[Autumn]]&amp;lt;br /&amp;gt; Former [[Former Position::Sovereign]] of [[Autumn]]&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===Mask===&lt;br /&gt;
Rick stands at five feet ten inches tall, with a lean build that speaks more to an excessive amount of time spent in rugged environs than any exercise regimen.  His hair is short and brown, seemingly perpetually tousled by the wind.  And then there’s the way he carries himself.  Every action seems to be deliberate, seldom a motion wasted.  He seems to exude confidence even when he doesn’t feel it and always seems to be completely sure of himself, presenting an unflappable front to the world at large.&lt;br /&gt;
&lt;br /&gt;
He dresses fairly simply, avoiding clothes that seem too expensive or cheap.  He tends to favor a casual button-down shirt worn over a plain cotton tee.  An ensemble usually completed with jeans and tennis shoes.&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
In his mien Rick’s height and build remain the same.  His skin, however, changes to the clear blue of an autumn sky.  His eyes are the roiling gray of storm clouds, ringed with gold; very similar to those of a peregrine falcon.  His hair is noticeably different too.  In fact, hair is a bit of a misnomer, it’s composed of long feathers composed of a seemingly solidified mist the same dark gray of a storm cloud.  They give way to longer feathers that adorn his his shoulders and upper back; and smaller feathers of the same substance cover his lower shins and forearms.  Small, golden thorns protrude from the feathers as well.  They appear and disappear from beneath the plumage in a slow, snaking pattern.  The feathers taper off at his wrists and ankles, giving way to hands and feet whose grayish color is similar to that of his feathers; with fingers and toes tipped with vestigial talons.&lt;br /&gt;
&lt;br /&gt;
===Mantle===&lt;br /&gt;
Rick’s mantle consists of autumn storm winds that swirl perpetually around him; bearing the subtle scents of nuts, fallen leaves, ripened apples, and other scents of the season.  Russet and golden leaves ride the winds, steadily appearing and disappearing amongst flashes of lightning.  And occasionally, usually when he's feeling particularly emotional, there may be a transient spurt of hail or cold rain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Changeling Character}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Twist</id>
		<title>Twist</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Twist"/>
				<updated>2016-03-24T02:20:20Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2008/10/06&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Twist&lt;br /&gt;
|Clan=Daeva&lt;br /&gt;
|Clan Status=2&lt;br /&gt;
|Clan Title=Priscus&lt;br /&gt;
|Player Name=deltadream&lt;br /&gt;
|City Status=4&lt;br /&gt;
|Domain Position=Hound&lt;br /&gt;
|Blood Potency=Obfuscated&lt;br /&gt;
|Avatar=Ksenia Vasylchenko&lt;br /&gt;
|Covenant=Invictus&lt;br /&gt;
|Covenant Status=4&lt;br /&gt;
|Invictus Title=Duchess&lt;br /&gt;
|Coterie=House Millarr&lt;br /&gt;
|Presence=3&lt;br /&gt;
|Presence Description=Seductive&lt;br /&gt;
|Appearance={{Has Merit|Striking Looks|2}} (Alluring)&lt;br /&gt;
|Titles=Royal Archon of Sacramento and Her Alder Grace, Duchess of Sacramento&lt;br /&gt;
|Acknowledges=Gerald Baker, Alessandra,&lt;br /&gt;
|Recognizes=Vivian York, Rina Yui,&lt;br /&gt;
|Values=Juan Cordoba, Josephine Sterling, Chris Wooding, Angel Ducard,&lt;br /&gt;
|Respects=Velma Star, Erika Brady, Katya Harding,&lt;br /&gt;
|Admires=Asa Clarke,&lt;br /&gt;
|Hunting=Communal Grounds&lt;br /&gt;
|Tenancy=Communal Grounds&lt;br /&gt;
|Favor=Communal Grounds&lt;br /&gt;
}}&lt;br /&gt;
* Among Kine, Twist goes by the name Myah Torsione.&lt;br /&gt;
* The day to day affairs of [[Ballo Della Notte]] are managed by Twist's ghoul, [[Kalos Hamilton]].&lt;br /&gt;
* Former [[Former Position::Judex]] of the [[Invictus]] {{dot1}} [[Former Position::Priscus]] of the [[Daeva]] {{dot1}} [[Former Position::Primogen]] and [[Former Position::Seneschal]] of the [[Domain]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Early Years ==&lt;br /&gt;
While it is known that Twist spent some time as a ghoul in Venice it is unknown the exact number of years. She was sired by Lady Luisa of the Crone and has been acknowledged by her Daeva family. She left Italy in the fall of 1987 when the city fell into turmoil.&lt;br /&gt;
&lt;br /&gt;
== Arrival in Sacramento ==&lt;br /&gt;
While the exact date of Twist's arrival in Sacramento is unknown, she made her official appearance at the Sacramento court in the Spring of 1988. Aside from that small public appearance, Twist remained away from the political and social maneuverings of the city, keeping her Covenant tie as Unbound. She focused on securing her own unlife, becoming a dancer at a local gentleman's club. When Fredrick stepped forward as Prince, Twist also made her move, stepping forward as a potential Hound or Sheriff of his regime. Stung after obtaining neither position she retreated again from the game to focus on her own Danse.&lt;br /&gt;
&lt;br /&gt;
She purchased and rebuilt a theater, renaming it [[Ballo Della Notte]] under the name of Myah Torsione which she runs to this day with the assistance of her ghoul Kalos. She slowly worked her way back into the city's Danse when she became the Priscus of the Daeva clan. Her status was suddenly increased when Prince Freddrick then named her not only [[Former Position::Primogen]] but [[Former Position::Seneschal]].&lt;br /&gt;
&lt;br /&gt;
She would loose the position when she was forced to make a sudden departure from Sacramento upon word from Italy.&lt;br /&gt;
&lt;br /&gt;
== Return to Sacramento ==&lt;br /&gt;
Her business in Italy did not take long but it was enough that when she returned to Sacramento she was no longer [[Primogen]], [[Priscus]] nor [[Seneschal]]. She quickly retrieved her title of Priscus but was unable to reclaim her previous two titles under the new Prince -- Asa Clarke. She was instead, finally offered the position of Prince's [[Hound]] and she accepted immediately. Surviving the [[Lost Nights]] she accepted [[Asa Clarke]]'s offer to sponsor her and joined the [[Invictus]]. When he and [[Ishani Naetesh]] withdrew from the covenant shortly thereafter, she was set as the new [[Judex]].&lt;br /&gt;
&lt;br /&gt;
While her ties with [[Asa Clarke]] and [[Ishani Naetesh]] go back to the reign of former Prince [[Freddrick]], they were permanently strengthened when she accepted the invitation to join [[House Millarr]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is the footer and goes last --&amp;gt;&lt;br /&gt;
{{Bibliography|Parent=House Millarr}}{{Vampire Character}}{{Parent|House Millarr}}{{Award Kisten Maze|icon_nr=1}}{{Award Gardeners|icon_nr=2}}{{Award Horizon|icon_nr=0}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Spellbound_Autumn</id>
		<title>Spellbound Autumn</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Spellbound_Autumn"/>
				<updated>2016-03-14T23:52:01Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Spellbound Autumn&lt;br /&gt;
|Source=Lords of Summer&lt;br /&gt;
|Pages=79&lt;br /&gt;
|Type=Court&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The season of lengthening nights and falling leaves is possessed of magic that is more than simple symbolism. Changelings who use the Contracts of Spellbound Autumn call upon the season’s affinity for sorcery and otherworldly phenomena. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Warlock’s Gaze===&lt;br /&gt;
The character detects the presence of the supernatural; even those beings, objects and effects that are deliberately concealed.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' None&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Occult Skill]] (vs. [[Pool::Composure]] + [[Pool::Wyrd]], in the case of supernaturally concealed persons, effects, or things)&lt;br /&gt;
* '''Action:''' [[Action::Instant]] (and possibly [[Resistance::Contested]]; resistance is reflexive)&lt;br /&gt;
* '''Catch:''' The character physically makes contact with a non-allied supernatural being other than another changeling when activating this clause.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character falsely detects the presence of one or more supernatural creatures, objects, and/or phenomena, as well as failing to detect any such presences that are truly in his vicinity.&lt;br /&gt;
* '''Failure:''' The character either rolls no successes or fails to exceed the successes accrued by a character concealed by or concealing a supernatural effect, and does not detect any supernatural creatures, objects, and/or phenomena. He is aware that the clause was not successfully enacted.&lt;br /&gt;
* '''Success:''' The character scores successes in excess of those accrued by a character concealed by or concealing any supernatural effect, if any, and detects any non-concealed supernatural creatures, objects, and/or phenomena within a number of yards equal to his Wyrd. (Note that the character may succeed against some subjects and fail against others, depending upon how many successes are scored by each character in the contested roll. The character using this clause, however, rolls only once and compares his total successes against all other nearby individuals using supernatural powers of occlusion.)&lt;br /&gt;
* '''Exceptional Success:''' No additional result, beyond the possibility of penetrating especially strong methods of supernatural occlusion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Barrow-Whisper===&lt;br /&gt;
The changeling learns how to utter the sepulchral tongue of the unquiet dead — to hear and be heard by such restless shades.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Autumn) • or [[Court Goodwill]](Autumn) •••&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Expression Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' A ghost in the area wants to communicate, either with the character specifically or with anyone who will listen.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character’s presumption angers any nearby ghosts, who will do what they can to inconvenience, harass, or even harm her.&lt;br /&gt;
* '''Failure:''' The character is unable to communicate with or otherwise perceive the presence of any ghosts in the vicinity.&lt;br /&gt;
* '''Success:''' For the remainder of the scene the character can hear and be heard by (though not see) any restless shades in her presence.&lt;br /&gt;
* '''Exceptional Success:''' As a normal success, but the ability to hear and be heard by ghosts lasts for the entire night, should the character wish it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Smith’s Wisdom===&lt;br /&gt;
By studying an unknown object of power — whether a token or something else — the fae learns its abilities and intended purpose.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Autumn) •• or [[Court Goodwill]](Autumn) ••••&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Intelligence]] + [[Pool::Occult Skill]] + [[Pool::Mantle]](Autumn)&lt;br /&gt;
* '''Action:''' [[Action::Extended]] — 5 successes required per dot of the item (Storyteller’s discretion for items without dot values); each roll represents four hours of uninterrupted study.&lt;br /&gt;
* '''Catch:''' The character has stolen the item from a friend (the theft must be malicious; items left unattended in the hopes that they will be taken don’t count) or been freely given the item by an enemy.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character radically misinterprets the object’s abilities and implicitly believes his assessment to be correct, to the point of being willing to stake his well being or that of his allies on it.&lt;br /&gt;
* '''Failure:''' The character accrues no further successes in his attempt to discern the item’s function and powers, and suffers a –1 die penalty to all subsequent rolls to unravel the object’s secrets. This penalty is cumulative for multiple failures.&lt;br /&gt;
* '''Success:''' The character scores one or more successes and grows closer to learning the purpose of the item in question. When the Storyteller rules that the appropriate number of successes has been accrued, the character learns the object’s supernatural capabilities. Note, however, that this does not necessarily equate to being able to actually make use of these powers.&lt;br /&gt;
* '''Exceptional Success:''' No additional effect, beyond accruing five or more successes toward uncovering the item’s mystic secrets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Arcadian Commandment===&lt;br /&gt;
The character gains the power to speak with the authority of a True Fae to a hobgoblin or other such minion of the Gentry, even those normally incapable&lt;br /&gt;
of understanding speech.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisite:''' [[Mantle]](Autumn) ••• or [[Court Goodwill]](Autumn) •••••&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] and 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]] vs. [[Pool::Resolve]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]] and [[Resistance::Contested]]&lt;br /&gt;
* '''Catch:''' The character knowingly comes unarmed and unarmored into the presence of the creature to be commanded.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character automatically earns the enmity of whatever creature she is attempting to command. It immediately reacts in a manner appropriate to its nature.&lt;br /&gt;
* '''Failure:''' The character either accrues either no successes or fewer successes than the creature she is trying to command, and cannot exert any influence over it.&lt;br /&gt;
* '''Success:''' The character scores more successes than the creature she is attempting to command. For the remainder of the scene, she may compel the being to any course of action that doesn’t directly endanger its wellbeing, or that of the Gentry that created it and/or acts as its direct master, if applicable. If the changeling sends the creature out of her direct presence to perform a task, it will do so to the best of its ability, subject to the parameters outlined above, until an hour is up, whereupon the creature will immediately break off from the task. The creature is aware that it has been supernaturally compelled and may pursue revenge or other action against the character, if such is in its nature.&lt;br /&gt;
* '''Exceptional Success:''' As above, save that the creature may be dispatched on a task taking up to a full day and night, and will believe its actions to have been of its own choosing, unless the character’s influence is subsequently pointed out to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Oathbreaker’s Honesty===&lt;br /&gt;
The changeling manipulates the power of a pledge to violate its strictures without falling under its Sanction.&lt;br /&gt;
&lt;br /&gt;
Prerequisite: [[Mantle]](Autumn) ••••&lt;br /&gt;
* '''Cost:''' 5 [[Cost::Glamour]] and 1 [[Cost::Willpower]] dot&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Extended]] — one success per level of bonus or penalty involved in each factor of the Pledge (in other words, a –3 penalty Alliance Task factor would require three successes, and a –2 Poisoning of Boon Sanction another two successes); each roll takes one turn.&lt;br /&gt;
* '''Catch:''' The changeling is begged to enact this clause by someone who will knowingly come to disaster (loss of life or loved ones, loss of Clarity to the point of a descent into madness, etc.) on account of his betrayal.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character immediately falls under the Sanction of the Pledge, just as though he’d broken it normally, and may never again attempt to circumvent this pledge. The spent Glamour and Willpower dot are lost (the Willpower dot may, however, be re-purchased for eight experience points).&lt;br /&gt;
* '''Failure:''' The character fails to circumvent the pledge and loses his Glamour and Willpower dot, as above, though he may later attempt to cheat the Pledge if he so wishes.&lt;br /&gt;
* '''Success:''' The character accrues successes toward the process of sidestepping the Pledge. When sufficient successes have been scored, he may do so for the remainder of the scene or an hour, whichever is less, without incurring the pledge’s Sanction. As above, the character’s Willpower dot may be re-purchased for eight experience points.&lt;br /&gt;
* '''Exceptional Success:''' No additional effect, beyond scoring numerous successes toward circumventing the Pledge.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Court_Goodwill</id>
		<title>Court Goodwill</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Court_Goodwill"/>
				<updated>2016-03-14T23:51:42Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=1|Level2=2|Level3=3|Level4=4|Level5=5&lt;br /&gt;
|Type=Social&lt;br /&gt;
|Prerequisite=&lt;br /&gt;
|Source=Changeling The Lost Sourcebook&lt;br /&gt;
|Pages=93-94&lt;br /&gt;
}}{{CHR|This Contract can only be gained in play -- It is not available for purchase during character creation.}}&lt;br /&gt;
&lt;br /&gt;
'''Effect:''' This [[Merits|Merit]] reflects how well liked and respected&lt;br /&gt;
you are in a Court other than your own. While members&lt;br /&gt;
of a given Court will always be true to their own members&lt;br /&gt;
and agendas above all, they are more likely to give you the&lt;br /&gt;
benefit of the doubt in a dispute, or come to your assistance&lt;br /&gt;
if it does not undermine their own position. Unlike [[Mantle]],&lt;br /&gt;
which represents a supernatural quality as well as a political&lt;br /&gt;
one, Court Goodwill is entirely a social construct, and&lt;br /&gt;
depends entirely on the opinions of the members of that&lt;br /&gt;
Court. Mistreat them, and Court Goodwill can disappear&lt;br /&gt;
in a flash; cultivate their friendship, and they might rally to&lt;br /&gt;
your defense when no one else will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Court Goodwill adds to dice pools for social interaction&lt;br /&gt;
with members of the Court in question (though not supernatural&lt;br /&gt;
powers based on Social rolls). Each two dots (rounding&lt;br /&gt;
up) add a +1 die bonus to relevant rolls with members of&lt;br /&gt;
that particular Court, so a changeling with Court Goodwill&lt;br /&gt;
(Autumn) •• adds a +1 die bonus to Social rolls with a member&lt;br /&gt;
of the Autumn Court. The Merit also allows one to learn&lt;br /&gt;
some of that Court’s Contracts, though the highest levels are&lt;br /&gt;
generally reserved for members alone. As with [[Mantle]], loss of&lt;br /&gt;
Court Goodwill does not prevent the changeling from using&lt;br /&gt;
any Contracts that she no longer meet the prerequisites for,&lt;br /&gt;
though she suffers the usual penalties (see p. 124). This [[Merits|Merit]]&lt;br /&gt;
may be purchased multiple times, representing a character’s&lt;br /&gt;
relationship with a different Court each time. A player cannot&lt;br /&gt;
purchase Court Goodwill (Courtless); the Empty Hearts&lt;br /&gt;
are not a social entity in their own right. Lastly, a character&lt;br /&gt;
cannot purchase Court Goodwill with his own Court that is&lt;br /&gt;
the province of the [[Mantle]] [[Merits|Merit]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Because Court Goodwill is a purely social construction, a&lt;br /&gt;
changeling may choose to ignore an attempt by another character&lt;br /&gt;
to apply Court Goodwill to a roll they are involved in,&lt;br /&gt;
essentially snubbing him despite his reputation in their Court.&lt;br /&gt;
For example, if an [[Autumn]] changeling tried to apply Court&lt;br /&gt;
Goodwill ([[Summer]]) •••• to a roll against member of the [[Summer]]&lt;br /&gt;
Court, the target could declare that he was ignoring the&lt;br /&gt;
character’s reputation and thus deny the Autumn changeling&lt;br /&gt;
those two bonus dice. However, such disrespect is a serious insult.&lt;br /&gt;
Unless the snubbing character can prove there was a valid&lt;br /&gt;
reason to do so the outsider was throwing his weight around&lt;br /&gt;
in a supremely petty fashion, for example, or trying to use his&lt;br /&gt;
leverage to get the character to act against the best interests of&lt;br /&gt;
the Court more often than not, the momentary satisfaction&lt;br /&gt;
of the slight costs the character dearly within his own Court.&lt;br /&gt;
It might even result in a reduction of his Mantle rating as his&lt;br /&gt;
reputation as a member of that Court slips, not to mention earn&lt;br /&gt;
him the ire of the Court whose member he snubbed.&lt;br /&gt;
&lt;br /&gt;
{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Terri_Nutkins</id>
		<title>Terri Nutkins</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Terri_Nutkins"/>
				<updated>2016-03-14T07:05:40Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2009/06/25&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Terri Nutkins&lt;br /&gt;
|Freehold Status=0&lt;br /&gt;
|Player Name=Forn Clakes&lt;br /&gt;
|Court=Autumn&lt;br /&gt;
|Mantle=5&lt;br /&gt;
|Autumn Titles=Courtier&lt;br /&gt;
|Seeming=Beast&lt;br /&gt;
|Kith=Steepscrambler&lt;br /&gt;
|Presence=4&lt;br /&gt;
|Presence Description=Friendly&lt;br /&gt;
|DualKith=Truefriend&lt;br /&gt;
|Appearance={{Has Merit|Striking Looks|2}} (Petite &amp;amp; Cute)&lt;br /&gt;
|Avatar=Nicola Roberts&lt;br /&gt;
|Entitlement=Bishopric Of Blackbirds&lt;br /&gt;
|pic2=Yes&lt;br /&gt;
|Position=Autumn's Legate of Mists&lt;br /&gt;
|Portrait=Terri Nutkins.jpg&lt;br /&gt;
}}&lt;br /&gt;
{{Award Milford|icon_nr=0}} {{Award Dreams|icon_nr=1}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Terri Nutkins is a [[Seemings#Beast|Beast]] of the Steepscrambler Kith with the fae mien of a red squirrel.  She is the former Dread Queen of the [[Autumn|Leaden Mirror]], having assumed the position after her [[Rick Pereg|husband]] left the Freehold on business.&lt;br /&gt;
&lt;br /&gt;
The changeling that was once called Lois Greene was born and raised in the city of Sacramento, a personal trainer and fitness fanatic with a feisty attitude.  Known for her hard classes and attitude of looking down on her clients that whined at breaking into a sweat, it was late one night that Lois had an argument with her boss, leaving in a huff.  Walking home through McKinley Park, she stumbled through a gate and became lost in the Briars.  That was until she saw a small bonsai tree in the distance.  Walking and walking, the tree getting no higher but instead she grew smaller with each step and in one blink of the eye, the bonsai stood before her and was miles and miles in height with her at the base in a dark, gloomy swamp and the lair of the Wyrm that Gnaws the Soul, one of the True Fae.&lt;br /&gt;
&lt;br /&gt;
Lois was used as a messenger to leap up and up the World Tree from branch to branch while avoiding the enemies of the Wyrm, especially the Eagle of the Sky, her own Keeper's rival at the pinnacle of the realm.  Eventually however, Lois grew to love her Keeper's rival and found a way out of Arcadia thorough the Eagle's wing.  She tore through the Hedge, finding bits of her own soul enroute, and stumbled back into Sacramento.  Heading for her work place, she found that she had been replaced by a fetch who was blonde where she had been turned red due to her Durance.  Taking the name Terri Nutkins, the Beast kept away from her fetch, afraid.  It was this fear that lead to the Court of Autumn.&lt;br /&gt;
&lt;br /&gt;
Thanks to her experience as a fitness instructor and personal trainer, Terri was made the Court's Twilit Page, a title she relished.  After spending many months away from the freehold, she returned when the mad Lost, Jacob Greenteeth killed his fetch's family and was involved in the battle with Greenteeth and a summoned water element within an apartment alongside [[Sam Barkley]] and Rick Pereg.  When Greenteeth escaped leaving Barkley in a terrible state, Rick and Terri found help from Kyle Franesco who healed the Wizened.  Not long after, the Autumn Court took control and Jacob Greenteeth was made the target of the Ash Run, while Rick and Terri began a relationship together, their first date being within the rose garden of McKinley Park, a place that still holds much love for the Beast.&lt;br /&gt;
&lt;br /&gt;
Since then, Terri has aided the freehold however she can but of late, she has grown tired of being a personal instructor, and the thought of constantly bumping into her fetch.  With a love of fashion, she has recently purchased the office space of Felice Investigations with the intention of converting it into a unisex fashion boutique. [[Rose Garden|Treetop Fashions]], as Terri has named her store, has survived its first year and allowed Terri to slowly reap the benefits of her own business. &lt;br /&gt;
&lt;br /&gt;
When Rick was finally named as Autumn Sovereign following [[HAL]]'s banishment from Sacramento, he named Terri as his Legate of Mists whilst she still held the title of Twilit Page, these twin duties given the single title of Harvest Envoy, a fitting role for the Steepscrambler.&lt;br /&gt;
&lt;br /&gt;
On the 24th day of September 2011, Terri and Rick swore an eternal heartsworn oath at a wedding ceremony in the Rose Garden of McKinley Park before their friends within the freehold. However, before the next Autumn Coronation, Rick informed Terri he was leaving the freehold on 'business', not informing her of the details of his departure, and at the Coronation itself, felt their Heartsworn Oath suddenly vanish. Initially fearing he had cheated on her, later she heard rumours that he had died somehow.&lt;br /&gt;
&lt;br /&gt;
Terri participated in the assault on Baron Fairweather's Dream Bastion.  When Mr. Bates and Spartan awoke immediately afterwards, she had vanished. &lt;br /&gt;
&lt;br /&gt;
As it turns out, Terri had escaped the destruction of the Four Seasons, having been saved by Mr.Bates who opened one of the hotel's emergency Hedge Gates, pushing her through before the fires raged around them both, sacrificing himself to his queen. Alone in the Hedge, scarred both physically and mentally, Terri was captured by privateers, loathsome Changelings who profited from the lives of others. She was taken to the Fleshmarket and sold to none other than Salome, the owner of the vile goblin market. Angered at the destruction caused to her market by the dragon, Fairweather, Salome blamed Terri as a high-ranking representative of the Sacramento Freehold. As a way to be free once more, Terri agreed to a powerful pledge, where she had to bring Salome Fairweather's tongue, binding herself with a portion of her Wyrd. &lt;br /&gt;
&lt;br /&gt;
Able to travel from the Fleshmarket a free soul once more (kinda), Terri returned to her home, only to discover her estranged husband, Rick, not as dead as she thought. Shocked, it took some time to be able to act civilly with him again but soon enough, the magic of their love was still enough to bring them back together. Aiming to help the Freehold, Terri established herself once more with old friends and new acquaintances, all with the agenda of once again wearing the Autumn Crown.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Terri's Mask is that of a petite redhead who has a smile played eternally on her lips and an athletic grace fromm years of training. Her vibrant red hair has streaks of black running throughout from a dye and thanks to her connections, Terri is always wearing something quite fashionable. Her fae mien however, shows the Beast's true visage. A furry down of orange runs over her skin and her ears extend into furry tufts with a tick bushy tail extending behind her. Finally, blackbird feathers adorn her red hair.&lt;br /&gt;
&lt;br /&gt;
== Spheres of Influence ==&lt;br /&gt;
&lt;br /&gt;
*{{Has Merit|Allies|2|Sphere=Fashion}}&lt;br /&gt;
*{{Has Merit|Status|1|Sphere=Fashion}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This goes last and put the footer on the page; all user content should go ABOVE this --&amp;gt;&lt;br /&gt;
{{Bibliography}}{{Changeling Character}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Verdant_Spring</id>
		<title>Verdant Spring</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Verdant_Spring"/>
				<updated>2016-03-11T02:53:00Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Verdant Spring&lt;br /&gt;
|Source=Lords of Summer&lt;br /&gt;
|Pages=39&lt;br /&gt;
|Type=Court&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Passion is a keen-edged weapon: it is capable of spurring a changeling to unimaginable heights but, like dancing along a cliff edge, the exhilaration is equal to the potential risk. While the Fleeting Spring Contract allows those of the Emerald Court to sense, manipulate and fulfill desire, the Verdant Court Contract allows them to channel their passion to accomplish a variety of goals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Font of Inspiration===&lt;br /&gt;
There is more to a successful creation than the creating itself. In order to craft an effective speech, you have to not only have a way with words, but an knack for reading your audience and what they want (or are willing) to hear. Creating the perfect toy requires more than the ability to build, paint or design mechanics. You have to have a sense of what will be fun for the toy’s intended owner. By accessing their own inherent knack for sensing others’ desires, Lost with this clause are able to create more successfully. The enhanced results are not a result of the clause increasing their workmanship, but because it allows them to better interpret and anticipate the needs and desires of their target demographic. Thus, the ability can be applied to other’s creations as well, allowing a changeling with this clause to inspire, advise and consult with other&lt;br /&gt;
people and enhance their ability to create as well.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the line between incredible success and dismal failure is sometimes a very thin one, and the fires of creativity can burn unwary fingers. For those who set their sights on amazing creations, one misstep may mean disaster. Success or failure, only one attempt to use this Clause may be made on any given creative endeavor.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' None&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Empathy Skill]] + [[Mantle]](Spring) (minus the target’s [[Pool::Resolve]] if actively opposed)&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling invests his own (literal) blood, sweat or tears into the creation of the object or plans for the project.&lt;br /&gt;
&lt;br /&gt;
===Roll Result===&lt;br /&gt;
* '''Dramatic Failure:''' The endeavor fails horribly. The creator (and inspiration, should the changeling be exerting influence on another individual) is under a –4 penalty for all creative works (Crafts or Expression challenges) for the next month as the weight of his disastrous efforts hinder future creations. As well, even if the failure happens in secret, the creator (and inspiration, if applicable) is set at –2 for all social challenges against members of the Spring Court for one month, as those of the Antler Crown will inherently sense the failure.&lt;br /&gt;
* '''Failure:''' The creator (and inspiration, should the changeling be exerting influence on another individual) is under a –4 penalty for all creative works (Crafts or Expression challenges) for the next month as the weight of his disastrous efforts hinder future creations.&lt;br /&gt;
* '''Success:''' For each success, the changeling (or person he is inspiring) receives a +1 bonus to his next Crafts or Expression challenge. These bonuses stack with any other supernatural or equipment bonuses applicable to the challenge.&lt;br /&gt;
* '''Exceptional Success:''' Not only does the bonus above apply to the character’s next creative challenge, but to all social challenges made against members of the Spring Court (minimum 1 point of Spring Mantle) for the next week. Only one such bonus can be active at any given time. For better or worse, if another exceptional success using this clause is made before the previous one wears off, its bonuses apply rather than the earlier ones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• The Ineffable Gift===&lt;br /&gt;
Some people have a certain aura of confidence and focus about them that comes from being dedicated to following their own dreams, goals and desires – regardless of what the rest of the world thinks. This can come across to others as intensely annoying and self-centered, or strangely&lt;br /&gt;
attractive and intriguing. Changelings with this clause of Verdant Spring can use their own inner passions to appear more appealing to others. Unfortunately, if used too often, the clause backfires, driving others away.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Spring) • or [[Court Goodwill]](Spring) •••&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Manipulation]] + [[Pool::Mantle]](Spring) versus target’s [[Pool::Resolve]] + [[Pool::Composure]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]] and [[Resistance::Contested]]; resistance is reflexive.&lt;br /&gt;
* '''Catch:''' The character speaks out loud about something she is passionate about.&lt;br /&gt;
* '''Drawback:''' Every time after the first that this Clause is attempted on the same target gives a –1 cumulative penalty to the roll. Thus the second time the Clause is attempted on any given target (whether the first attempt was successful or not) the roll is made at a –1 penalty; the third attempt is –2, and so on. Attempts on other targets do not affect each other. These penalties do not decrease over time.&lt;br /&gt;
&lt;br /&gt;
===Roll Result===&lt;br /&gt;
* '''Dramatic Failure:''' The character’s passion comes across as self-centered narcissism. Any attempts at Social challenges (those using Presence, Manipulation, Composure as a stat) towards the target fail for a number of weeks equal to the changeling’s Mantle (Spring) plus the target’s Mantle (Spring) or Court Goodwill(Spring) if they have any. As well, all Social challenges made by the changeling against any target are at –4 for the next 24 hours as his self-centered nature taints interactions with others.&lt;br /&gt;
* '''Failure:''' The clause doesn’t take hold. This still counts as an attempt for purposes of the cumulative penalties applied against a single target.&lt;br /&gt;
* '''Success:''' The changeling’s passions come across as somehow appealing or persuasive to the target. For the next 24-hour period, all Social challenges towards the target by the changeling gain a +3 bonus, which is stackable with any other supernatural or natural bonuses the changeling may possess, but not stackable with itself (i.e.: only one use of this clause by any changeling can be actively affecting a target at any given time.&lt;br /&gt;
* '''Exceptional Success:''' The target cannot help but be struck by the changeling’s passionate nature. The changeling is at a +4 bonus for any Social challenges made against the target for a number of days equal to the changeling’s Mantle (Spring) plus the target’s Mantle (Spring) or Court Goodwill (Spring).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Impassioned Blow===&lt;br /&gt;
Some combats are calm, cool and calculated. Then there are those that involve the Spring Court. A courtier driven to combat by her passions may well&lt;br /&gt;
find that they allow her to strike a devastating blow. Unfortunately, this same drive can leave her vulnerable to less hot-headed opponents.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Spring) •• or [[Court Goodwill]](Spring) ••••&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Brawl Skill]]/[[Pool::Firearms Skill]]/[[Pool::Weaponry Skill]] (as applicable) + [[Pool::Mantle]](Spring)&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The target has insulted or assaulted (by word or deed) the changeling in the last hour.&lt;br /&gt;
* '''Drawback:''' Intended target gets +2 to next physical attack of any sort against the changeling. This penalty is in effect whether the Clause is successful or has failed. It is not, however, stackable. If the changeling’s target does not attack her between multiple uses of Impassioned Blow, the target only gains a single +2 bonus against the changeling.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling’s emotions get the best of her, effectively leaving her vulnerable for the rest of the turn. This may manifest as a misstep that throws her to the ground, a jammed firearm or a dropped weapon. She loses all Defense (not including Armor) for the remainder of the scene, and can take no further actions (including reflexive ones) for the remainder of the turn. If she wishes to continue combat, she must spend the next turn preparing again (picking herself up, recovering her weapon, clearing her firearm’s chamber, etc.) and can make no attack until the following turn.&lt;br /&gt;
* '''Failure:''' The clause fails; the attack is resolved as normal.&lt;br /&gt;
* '''Success:''' Passion steers the changeling’s attack, compounding its effectiveness. She receives +4 to her attack pool against the chosen target.&lt;br /&gt;
* '''Exceptional Success:''' In addition to the + 4 dice bonus offered by the success, the changeling receives an additional dice bonus equal to her level of Mantle (Spring).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Spur the Crowd===&lt;br /&gt;
Sometimes a changeling’s goal is not to exert his influence on a single person, but to sway an entire crowd. Whether it’s rallying folks at a political protest march from passive resistance to aggressive action, or turning a cocktail party against a newcomer’s cutting edge fashion statement, a mob can be a potent tool for the Emerald Court.&lt;br /&gt;
&lt;br /&gt;
Unlike the Vainglory Contract “Words of Memories Never Lived”, this clause does not rely upon the changeling’s own inherent impressiveness, but rather&lt;br /&gt;
his ability to trigger the (sometimes hidden) desires of certain members of the crowd, bringing them to the surface where they can spark similar passions in others. Because of this, the changeling does not need to be actively speaking or performing in front of the crowd, or even be visible to them. His kenning of their desires (and ability to shift them to suit his needs) is enough.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Spring) ••• or [[Court Goodwill]](Spring) •••••&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]] + [[Pool::Mantle]](Spring)&lt;br /&gt;
* '''Action:''' [[Action::Extended]] and [[Resistance::Contested]] (five successes; each roll represents five minutes). One contested roll may be made reflexively for a crowd based on the highest Composure present. Supernatural targets make their own resistance rolls.&lt;br /&gt;
* '''Catch:''' No one in the target crowd knows that the individual using the clause is a changeling.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The crowd is not only not swayed, but turns on the changeling. The effects of this may vary: in a public political gathering, the changeling may become the target of the police’s attention, leading to arrest or physical assault even if he’s done nothing to deserve it. In a social setting, the changeling becomes the brunt of the crowd’s derision, even if they do not realize he was attempting to sway them. Any Social challenge the character makes automatically fails for the rest of the scene. As well, any Social challenge the changeling makes against any member of the targeted group is at a –4 penalty for a full lunar month.&lt;br /&gt;
* '''Failure:''' The crowd is not swayed.&lt;br /&gt;
* '''Success:''' The crowd begins to sway in the direction that the changeling desires. A complacent and peaceful group may be made anxious and irritated. A burgeoning mob might be soothed and calmed. The changeling can encourage a group to disperse by increasing their paranoia, incite an already-irritated group to violent action, or lull a relaxed and comfortable one into a near-sleep. At the Storyteller’s discretion, changing a crowd’s attitude and energy level more than one “degree” (i.e. from calm to agitated and then from agitated to violent) may require exceptional success or continued effort on the part of the changeling.&lt;br /&gt;
* '''Exceptional Success:''' The crowd is so completely affected that their attitude and demeanor as a group is moved entirely in the direction that the changeling desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Verdant, Roiling Heart===&lt;br /&gt;
Virtues and Vices represent, on a fundamental level, the things a character is passionate about and how those passions manifest. In using Verdant, Roiling Heart, the changeling taps into her inherent passions (as represented by her Virtue or Vice) and uses her core sense of self to renew her internal fortitude. This clause may only be attempted one time per week, whether it is successful or not. Additional attempts automatically fail, but may incur the Glamour cost and drawback, regardless.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Spring) ••••&lt;br /&gt;
* '''Cost:''' 1 Glamour&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Composure]] + [[Pool::Empathy Skill]] + [[Pool::Mantle]](Spring)&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character takes an action that is directly related to his Virtue or Vice.&lt;br /&gt;
* '''Drawback:''' For the rest of the scene, all social interactions the changeling undertakes are tainted by his Virtue or Vice. Social interactions are strained for the remainder of the scene and all Social challenges the character initiates are subject to a –2 penalty for the scene.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' Unable to tap into his inner strength, the character loses a Willpower point and is unable to regain Willpower through any means until he has slept for at least 8 hours.&lt;br /&gt;
* '''Failure:''' The clause fails to activate.&lt;br /&gt;
* '''Success:''' Bolstered by his passions, the changeling’s Willpower pool is entirely refreshed. All previously spent Willpower is renewed and the changeling’s inner strength is bolstered by tapping into his sense of self.&lt;br /&gt;
* '''Exceptional Success:''' The character’s Willpower pool is entirely refreshed at the end of the turn. As well, he receives a +2 bonus to any challenges involving his Resolve or Composure for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Thorns_and_Brambles</id>
		<title>Thorns and Brambles</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Thorns_and_Brambles"/>
				<updated>2016-03-11T02:52:26Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Thorns and Brambles&lt;br /&gt;
|Source=Swords at Dawn&lt;br /&gt;
|Pages=49-53&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Lost have a tumultuous relationship with the Hedge. They fear what lurks in the darkened twists of that labyrinth, yet they hide among the Thorns and use gates into the Hedge to escape pursuit. In times of war, the Hedge becomes a series of supply lines, escape routes and battlegrounds.&lt;br /&gt;
&lt;br /&gt;
The connection between the Hedge and the Contracts of Thorns and Brambles remains a mystery to most of the Lost. The Contract grants no additional ability to a changeling to manipulate the Hedge, instead granting them power over hedges and thorns of the mortal world. Yet some of the Contracts seem to function better in the Hedge than they do elsewhere. This dichotomy leads some savants among the changelings to suspect that the Contracts of Thorns and Brambles may have originated as some Faustian bar- gain between the Contracts’ creator and the Hedge itself. Whatever the truth of the matter, use of the Contracts of Thorns and Brambles has become widespread among the Lost, and few Contracts are so valued during times of war.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===Bite of the Wooden Fang (•)=== &lt;br /&gt;
The most basic expression of the changeling’s power to mimic the terrible maze through which they first fled their captors, Bite of the Wooden Fang demands the user tithe a fraction of his power to a blunt weapon made of wood, vine, or other plant matter. The weapon must inflict bashing damage for this Contract to take effect. An enemy struck by a weapon empowered by this Contract is slashed and bit- ten by dozens of thorns that rise invisibly from the weapon at the instant of contact.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Dexterity]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Reflexive]]&lt;br /&gt;
* '''Catch:''' The changeling uses a whip made of plant materials, such as a hemp rope or even a thick vine.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The thorns bite back, causing the character to drop her weapon. Her instant action for the turn is lost.&lt;br /&gt;
* '''Failure:''' The weapon does not grant any additional bonus.&lt;br /&gt;
* '''Success:''' Invisible thorns appear along the length of the weapon, granting the weapon a bonus on the character’s next attack equal to the number of successes rolled. This bonus stacks with the weapon’s usual bonus.&lt;br /&gt;
* '''Exceptional Success:''' As per success, and the weapon’s damage is converted to lethal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Leechweed (••)===&lt;br /&gt;
This clause empowers an area of hedge growth or brambles, causing it to drain Glamour from those bitten by its thorns. Though this Contract is used almost solely in the material world, it can be used in the Hedge. When used in the Hedge, this clause manipulates only growth created by way of the other clauses of this Contract; it cannot alter the Hedge walls in any way. The use of Leechweed in the Hedge can be profoundly dangerous.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Occult Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The Contract is used against someone in service to the character’s Keeper or against the Keeper itself.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The brambles cling to the changeling, draining her of one point of her own Glamour in addition to any other effects determined by the type of bramble. Rolling a dramatic failure on this clause in the Hedge causes the Hedge wall to open up and swallow the changeling. The changeling loses one point of Glamour and is considered off the path (p. 220, Changeling: The Lost). She is separated from her companions and must navigate her way out of the Hedge in the usual manner.&lt;br /&gt;
* '''Failure:''' The clause fails to take power. If used in the Hedge, a failure on this clause counts as a dramatic failure.&lt;br /&gt;
* '''Success:''' When used on pre-existing (natural) brambles or thorns, this power causes all thorns within Wyrd yards to drain a point of Glamour from anyone pricked by them. This enchantment remains for the scene’s duration, but can only drain a point of Glamour from any given changeling per turn and can only leech a maximum number of points of Glamour from a given changeling equal to the user’s successes on the activation roll. A character can avoid being pricked by the thorns by moving at Speed 2 or less. Glamour taken this way does not transfer to the user, instead remaining within the plant. Rumor has it that such plants occasionally grow goblin fruit, and changelings have been known to use this clause (before sacrificing their own Glamour to the plants) in an attempt to cultivate such succulent treats without the dangers of entering the Hedge. There have been, to date, no reliable tales of success in this endeavor.&lt;br /&gt;
When used to enchant thorns created by another clause of this Contract, the enchantment spreads to the whole of the brambles and remains until the other clause ends. The details of the leeching power remain the same, save that the Glamour taken will be used to fuel the continuation of the effect. Empowered thorns may store an amount of Glamour for use in this manner equal to the character’s Wyrd, and the thorns cannot choose not to spend the Glamour.&lt;br /&gt;
* '''Exceptional Success:''' Additional successes are their own reward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Briarpath (•••)===&lt;br /&gt;
Often times a changeling must evade pursuit from a stronger, faster adversary. This clause helps a character do just that. Long, vicious thorns erupt from the enchanted surface, slowing pursuers and making vertical surfaces almost impossible to climb.&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 character litters a handful of Hedge thorns behind her.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The enchantment hounds the character rather than her adversary, painfully lacerating her hands and forearms. She suffers a –1 penalty to all rolls requiring the use of her hands for the remainder of the scene.&lt;br /&gt;
* '''Failure:''' The Contract fails to take effect.&lt;br /&gt;
* '''Success:''' The changeling leaves a trail behind her of thorns and brambles that impede her enemies. The trail has a width equal to the changeling’s Wyrd in yards and grows in her wake (across any surface, vertical or horizontal) for a number of turns equal to the successes she rolled. A character that moves through the area suffers the following hindrances: her Speed is reduced by one for each success garnered by the changeling, and she suffers a penalty equal to the number of successes rolled by the changeling on all Athletics rolls (such as those to run, jump, and climb) made while in the area of effect. The trail fades at the end of the scene.&lt;br /&gt;
* '''Exceptional Success:''' As per success, save that characters moving through the trail find their Speed reduced to 1 and all Athletics dice pools reduced to a chance roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shield of Thorns (••••)===&lt;br /&gt;
The changeling learns to summon forth brambles from even the driest of earth, creating an almost impenetrable defensive barrier that lashes at any enemy who comes near. While this Contract is occasionally used in the Hedge, a changeling does so at her own risk.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling cuts open her own flesh (inflicting 1 lethal damage in the process) and pours her blood across the area to be shielded.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* ''''Dramatic Failure:''' In most situations, a dramatic failure on this roll results in the user being struck by her own briars, suffering an immediate attack that inflicts a dice pool equal to her Wyrd in bashing damage. If this Contract was used in the Hedge, however, the damage is lethal and the changeling loses a point of Glamour per Health Level lost.&lt;br /&gt;
* '''Failure:''' The Contract fails to take effect, and the ground remains unbroken. If the Contract was used in the Hedge, however, a failure counts as a Dramatic Failure.&lt;br /&gt;
* '''Success:''' The earth splits, sprouting dozens of tangled brambles about the changeling in a circle with a radius equal to her Wyrd. Any character that moves more than two yards in a single turn within the tangled area suffers an immediate attack with a dice pool equal to the changeling’s Wyrd. The attack inflicts lethal damage and ignores Defense (Armor still applies), but the brambles can only attack any given character once per turn. The briars die and rot to dust after a number of turns equal to the character’s success on the activation roll, though the character may choose to spend a point of Glamour for the briars to remain for an additional period of equal length (and may continue to do so until she runs out of Glamour or chooses to end the effect). The field of briars does not move with the character, and she may leave it behind to attempt to make an escape.&lt;br /&gt;
* '''Exceptional Success:''' Additional successes are their own reward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hedgewall (•••••)===&lt;br /&gt;
With a bellowing howl, the changeling calls forth a series of massive fortifications or hedges and brambles. Young changeling soldiers, fear of their flight through the Hedge still fresh in their minds, have been known to rout in fear at the sudden sight of towering hedgerows in the midst of a freehold. Clever changelings use this clause to hem in and trap enemies or funnel an advancing force into the waiting arms of a Court’s defenses. Few fae magics are as blatant and impressive as this clause, and its use has been known to violate freehold oaths that put a particularly heavy emphasis on secrecy.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 4 [[Cost::Glamour]] or 4 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Extended]] (5 successes necessary; each roll represents 1 turn)&lt;br /&gt;
* '''Catch:''' The character transplants a small hedge bush from a rural locale to the location where the Contract is to be used immediately prior (within the scene) to using the Contract. While the bush obviously need not be taken from the ground in the same scene, it must still be alive when planted.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The hedge fortification grows wildly in a manner that benefits the character’s enemies, whether by separating the character’s motley or cutting off his retreat. If a dramatic failure of this clause occurs in the Hedge, the walls of that maze suddenly open a trod that leads directly to Arcadia and alerts the Gentry to the character’s presence.&lt;br /&gt;
* '''Failure:''' The fortifications fail to appear. If used in the Hedge, failure on this clause counts as a dramatic failure.&lt;br /&gt;
* '''Success:''' Hedge walls erupt around the character, forming a maze. The character has a huge amount of control over the growth of the hedges, allowing for a great deal of versatility, but the following rules apply:&lt;br /&gt;
The walls summoned forth are two feet thick and too tightly grown to allow someone to pass through without using a machete or other tool. The walls provide substantial concealment (–3) against firearms attacks (and only firearms — other ranged attacks can’t penetrate) and prevent close combat attacks. This Contract cannot be used inside the bounds of a human building, even one open to the sky (like a stadium). Whatever design the changeling gives the walls, they are always vertical, meaning that someone within the maze can always climb out (though a clever changeling might use this clause under an overpass, effectively cutting off the escape route above). The walls can be climbed, but the plants shift to prevent individuals from walking across the top of them. A character attempting to do so rolls Dexterity + [[Pool::Athletics Skill|Athletics]] each turn; she may move at a Speed equal to her successes on the roll, which counts as an instant action. Failure on the roll means the character makes no progress, while dramatic failure sends her plummeting back to the maze floor.&lt;br /&gt;
The changeling determines the height of the walls, which can range from the changeling’s Wyrd to 10 + the changeling’s Wyrd in feet. If the height of the walls is obstructed, they stop at that height (rather than spreading outward or punching their way through barriers). The length of the barrier can be as small as Wyrd yards and as long as Wyrd times 10 yards. Furthermore, the barrier must be a single unbroken wall and must touch the changeling at least one single point when created (in other words, it cannot be created at range, but the changeling can put the whole of the barrier between himself and his enemies). Finally, the walls of the hedge maze must allow room for those within to move; no wall surface can be closer than three yards to another (and circular structures must have a diameter of three yards). Otherwise, the changeling’s imagination determines the layout of the fortifications. He might create a confusing maze, a simple barrier, a wall to funnel enemies down one side of an alleyway, or even a circular fortification to trap enemies within.&lt;br /&gt;
The barriers last for a number of turns equal to the successes rolled on the activation roll. By spending one Willpower point, the changeling can extend this duration to the end of the scene. At the end of the duration (whether in turns or at the end of the scene), the changeling may expend two points of Glamour to maintain the hedge maze for another duration of the same length. The power ends, however, at dawn or sunset, whichever comes first.&lt;br /&gt;
These hedges can be empowered by the other clauses of this Contract. Using Briarpath on the maze hedge applies that clause across all of the walls (as well as the top of the walls), but not across the ground within the maze. Leechweed results in any contact with the hedge walls seeping Glamour from the changeling who did so. The Shield of Thorns clause results in the appearance of small tendrils along the walls that strike at anyone who touches the wall. The changeling can sense when such an attack is being made and can enhance it with the Bite of the Wooden Fang clause as a reflexive action. Such enchantments last until the end of the scene or the end of this power, whichever comes first.&lt;br /&gt;
* '''Exceptional Success:''' As per success, save the walls automatically benefit from the effects of Briarpath and Leechweed.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Sorrow-Frozen_Heart</id>
		<title>Sorrow-Frozen Heart</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Sorrow-Frozen_Heart"/>
				<updated>2016-03-11T02:51:44Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of the Sorrow-Frozen Heart&lt;br /&gt;
|Source=Lords of Summer&lt;br /&gt;
|Pages=99&lt;br /&gt;
|Type=Court&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sorrow is the paradoxical torment: the suffering that eases suffering. In Arcadia, pain was a species: a hundred races of hurt, each devoted to its own method and taste. But Sorrow set itself apart from the simple animal pains of Burning, Cutting and their cousins, for it induced a special numbness: a fatalism that allowed contracted changelings to endure other discomfort. Sorrow is a pain of contemplation. Once the Lost accepts its inevitability, other hurts fade. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• A Mere Vessel for Loss===&lt;br /&gt;
The changeling focuses on her own sorrow to exclude debilitating physical conditions. Numbness sets in, followed vitality, driven by a sense of the inevitable. She can ignore the effects of pain and discomfort.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Winter) • or [[Court Goodwill]](Winter) ••&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Occult Skill]] + [[Pool::Mantle]](Winter)&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character pierces her skin with a thin needle (this does not inflict damage).&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character is overwhelmed by physical pain and discomfort, even minor irritations that she could normally endure. She suffers a –1 die penalty to all actions until then end of the next turn.&lt;br /&gt;
* '''Failure:''' The character feels physical discomfort normally.&lt;br /&gt;
* '''Success:''' Reduce the character’s dice pool penalties for physical discomfort, pain or illness by the number of successes scored. This includes wound penalties, drowsiness, nausea — any physical irritation, no matter which actions these would normally penalize. This does not remove the actual injuries. A cut still bleeds, bones are still broken, flesh is still burnt and so on. This effect lasts for a scene.&lt;br /&gt;
* '''Exceptional Success:''' In addition to the effects of a standard success, the character cannot be incapacitated by physical injuries or sensations for the rest of the scene.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Fear is Nothing===&lt;br /&gt;
The changeling takes refuge in sorrow: memories of a terrible loss or knowledge of a doom to come. He accepts his destiny with fatalistic fervor, warding off fear.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Winter) •• or [[Court Goodwill]](Winter) •••&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Composure]] + [[Pool::Expression Skill]] + [[Pool::Mantle]](Winter)&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character empties his hands and leaves them open at his sides, as if he feels no need to arm himself against danger. (If necessary, he can arm himself after invoking the clause.)&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character drifts from his sorrow into fear. He suffers a –2 penalty to dice rolls to resist a source of fear, or reduces the applicable Resistance attribute by one for the purpose of determining a fear-inducing power’s effects if that power’s dice pool is normally reduced by the attribute.&lt;br /&gt;
* '''Failure:''' The character deals with fear as well or as poorly as anyone else.&lt;br /&gt;
* '''Success:''' The character reduces the dice pool of supernatural powers that might cause him fear by his Wyrd dots. This effect lasts for the scene. He can freely ignore mundane sources of fear or disgust. Things like butchered corpses and big, growling dogs don’t faze him at all. Mundane terrors cannot induce derangements while he is in this state.&lt;br /&gt;
* '''Exceptional Success:''' As for a standard success, except increase the penalty of fear-inducing powers by the character’s Wyrd + 2. Furthermore, the character does not suffer from any Phobia derangements for the rest of the scene, even if they were imposed beforehand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Grief is Stronger than Death===&lt;br /&gt;
The changeling is so immersed in his own sorrow that her injuries are irrelevant.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Winter) •• or [[Court Goodwill]](Winter) ••••&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Survival Skill]] + [[Pool::Mantle]](Winter)&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character contemptuously tosses a chunk of cold iron to the ground.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character’s attention snaps back to her body, leaving her vulnerable and clumsy. Add a die to the next attack directed against her during the scene.&lt;br /&gt;
* '''Failure:''' The character does not benefit from the clause.&lt;br /&gt;
* '''Success:''' The character staves off the effects of injury. When she is struck in combat, tally the damage (any abilities or equipment that would affect it apply) and leave it aside for the rest of the scene. The character can “ignore” damage equal to her successes. Do not apply it to the character’s health levels. Once the scene ends or she runs out of successes, inflict all of the damage that she “ignored” in the order in which it was inflicted. This takes effect over successive turns, effectively “paying back” the wounds that were delayed.&lt;br /&gt;
* '''Exceptional Success:''' As a standard success, but the character also benefits from one point of armor until the power’s effects end.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Remorseless Strike===&lt;br /&gt;
The changeling has as little regard for others’ pain as his own; all are doomed to sorrow. He strikes with cold savagery, holding nothing back. Compared to his own pain, the enemy’s suffering means nothing.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Winter) ••• or [[Court Goodwill]](Winter) ••••&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Brawl Skill]] + [[Pool::Mantle]](Winter)&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character slashes himself with a sharp instrument and suffers a point of lethal damage.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character is struck with a torrent of overwhelming compassion. He cannot harm another person for the rest of the turn.&lt;br /&gt;
* '''Failure:''' The character fights and acts normally.&lt;br /&gt;
* '''Success:''' If the character’s next Brawl or Weaponry attacks inflict any damage at all by scoring at least one success, the target suffers additional damage equal to the character’s Wyrd. This damage is of the same type as the original attack unless the character’s using a cold iron weapon.&lt;br /&gt;
* '''Exceptional Success:''' The unrelenting force of the blow also stuns the victim for a turn. Note that this assumes that the target has a Size of 5. If the target’s Size is more or less, the victim suffers the stunning effect if the clause’s successes meet or exceed that Size number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• A Cold Hand on the Heart===&lt;br /&gt;
The changeling learns how to give others the “gift” of his sorrowful fatalism. They share her power and outlook.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisites:''' [[Mantle]](Winter) ••••&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Composure]] + [[Pool::Expression Skill]] + [[Pool::Mantle]](Winter)&lt;br /&gt;
* '''Action:''' [[Action::Instant]] and [[Resistance::Contested]]. Roll the target’s Composure + Wyrd to resist (though he may choose not to do so).&lt;br /&gt;
* '''Catch:''' The character clutches the recipient of her power with one hand and anoints her forehead with the ashes of a suicide or someone who died from a crime of passion.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The target’s unaltered emotions flow back to the character. She cannot use Contracts of the Sorrow-Frozen Heart for the rest of the scene.&lt;br /&gt;
* ''''Failure:''' The target feels none of the character’s sorrow.&lt;br /&gt;
* '''Success:''' The target’s fatalism rows powerful enough to benefit from either the first, second or third clauses of this Contract. The character chooses the recipient’s benefit. Use successes scored on The Coldest Comfort to determine the effects of the clause on the target. If the recipient uses Fear is Nothing, use the character’s Wyrd to determine its benefits instead of the recipient’s. The character can cancel the effects of this power at any time.&lt;br /&gt;
There are significant drawbacks to the power. The recipient’s sorrow is taxing; he loses a Willpower point. The power also automatically wracks the recipient with sorrowful, fatalistic Bedlam. The clause’s effects also automatically end if the recipient regains Willpower points from satisfying a Virtue. A changeling can choose to deny that inspiration and stick with The Coldest Comfort, but a mortal cannot.&lt;br /&gt;
The Coldest Comfort cannot affect supernatural beings other than changelings. Normal humans can be subjected to this power, but at a grave price. The recipient suffers a new, permanent mild derangement (one that belongs to the character or a new one determined by the storyteller) at the end of the scene unless he succeeds at a Resolve + Composure roll. If the recipient already suffers from a mild derangement, “upgrade” it to a related, severe derangement. Thus, a changeling can turn a mortal into a powerful ally, but repeated uses of this power will drive him irrevocably insane. Fortunately, a mortal can evade this danger if he fulfills his Virtue while he’s under the throes of the clause. Its benefits cease, but he finds his own way out of maddening sorrow. Needless to say, using this power on a mortal usually demands a Clarity check.&lt;br /&gt;
* '''Exceptional Success:''' The powerful emotions the clause arouses are refined enough to prevent the recipient from losing a point of Willpower.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Winter}}{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Reflections</id>
		<title>Reflections</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Reflections"/>
				<updated>2016-03-11T02:51:05Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Reflections&lt;br /&gt;
|Source=Equinox Road&lt;br /&gt;
|Pages=34&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Reflections of the Past===&lt;br /&gt;
The changeling can look into any reflective surface, from a mirror, to a pond, and see anything that has been reflected there in the last week.&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 mirror belongs to someone to whom the changeling has a close emotional connection.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The reflection shows untrue scenes that confirm the changeling’s fears or worries.&lt;br /&gt;
* '''Failure:''' The surface continues to reflect its present environment.&lt;br /&gt;
* '''Success:''' The changeling can summon up any image that the surface reflected within the last week. The quality of this reflection is the same as it was at the moment when it was originally reflected. The changeling can review the reflections as rapidly as desired or she can state a specific day and time to see exactly what the surface reflected at that moment, freezing this reflection in place for as long as desired. These reflections can be seen by anyone, though they can’t be photographed. The changeling can use this clause on any reflective surface, but many surfaces yield only vague and blurred reflections. She can continue using this clause on a mirror for one full scene.&lt;br /&gt;
* '''Exceptional Success:''' The reflection that is revealed is significantly sharper and clearer than it originally was. A dirty puddle still won’t reveal an image as clear as a clean mirror; however, the image from a smudged mirror, a relatively clean piece of glass, or a flat and relatively shiny sheet of metal will be as clear as a well polished mirror, and the image from a muddy puddle will be a clear as one from a still, clean puddle. The reflected image will show up on film if photographed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Glimpse of a Distant Mirror===&lt;br /&gt;
The Lost can look into any reflective surface and use it to see out of another reflective surface in which his face has been reflected.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Composure]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The mirror the changeling is looking into belongs to someone who has sworn enmity against him.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The effect is reversed; anyone looking into the mirror through which the changeling is attempting to see can instead see the changeling.&lt;br /&gt;
* '''Failure:''' The changeling sees only himself in the mirror he is looking into.&lt;br /&gt;
* '''Success:''' The character and anyone he is with can see out of the mirror he wishes to see through as if it were a window. However, the target mirrored surface also displays the changeling’s image. This clause works at any range, as long as the changeling has seen his face in the target surface within the last week. However, he must choose the specific surface, and cannot merely attempt to look through any surface in a general area in which his face has been reflected. If the surface reflects poorly, like a somewhat dirty pot lid, the image the changeling sees is similarly distorted and blurred. The&lt;br /&gt;
changeling can look through the reflective surface for up to one scene, or dismiss the effects at any time.&lt;br /&gt;
* '''Exceptional Success:''' The changeling can see through any reflective surface his face has been reflected in as if it were a perfectly clear piece of glass. Even a murky puddle can be used to its surroundings with perfect clarity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Reflection’s Grasp===&lt;br /&gt;
The changeling can reach through a reflective surface he has touched and manipulate any object within reach, including pulling objects through the reflective surface.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Dexterity]] + [[Pool::Wyrd]]&lt;br /&gt;
( '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character attempts to reach through the mirror that he uses most often to look at himself.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling’s arm becomes briefly stuck going through the two reflective surfaces. He injures his arm, taking one level of lethal damage in the process.&lt;br /&gt;
* '''Failure:''' The reflective surface fails to admit the character’s arm.&lt;br /&gt;
* '''Success:''' The changeling can physically reach his arm into one reflective surface and out another, assuming both are large enough for him to reach his arm and hand through. In effect, the character reaches through one reflective surface and his hand comes out of the other’s surface. The destination surface must either be within the character’s line of sight, or a surface he has physically touched within the last day.&lt;br /&gt;
The character can manipulate objects on the other side of the reflective surface and can even bring inanimate objects of Size 2 or smaller back through a reflective surface large enough to fit them through. The changeling cannot see through the reflective surface he is reaching through, unless he uses the Glimpse of a Distant Mirror clause. The changeling can use this clause for one full scene, during which time he can put his hand and objects he is holding through the surface as often as possible. This clause is particularly useful in areas with plenty of reflective surfaces; a changeling could be able to reach through many different areas in a car dealership or fitting room. While the changeling can’t bring living things through the surface, he can grab a target and pull her into the mirror as hard as he can, or steal a gun or key ring from her belt.&lt;br /&gt;
* '''Exceptional Success:''' The changeling can see through&lt;br /&gt;
the reflective surface as well as reach through it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Mirror Walk===&lt;br /&gt;
The changeling can step into one reflective surface large enough to fit his body through and out of a similarlysized surface that he has touched and that his whole body has been reflected in for at least one minute.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Athletics Skill]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' A blood relative is currently reflected in the surface out of which he is stepping.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character steps into the reflective surface and becomes temporarily lost in the shining space between the mirrors. Each hour, he can make another roll (though needn’t spend additional Glamour). If he succeeds, he finds his way back through the surface he initially stepped through. This process is sufficiently confusing and uncomfortable that the character also loses one point of Willpower.&lt;br /&gt;
* '''Failure:''' The clause fails to activate.&lt;br /&gt;
* '''Success:''' The character can step into one reflective surface large enough for her to fit through and then immediately step out of another reflective surface. Once the character begins stepping through, she cannot stop. If she holds another person’s hand, she can bring that person through with her, but must spend another two points of Glamour and a point of Willpower to bring them through. The clause’s catch cannot negate the cost of bringing through an additional person. The changeling cannot see through the surface from which she is emerging, but she can use the Glimpse of a Distant Mirror clause to take a look through it before stepping through.&lt;br /&gt;
* '''Exceptional Success:''' The changeling can step back and forth through the reflective surface for a number of turns equal to his Wyrd without spending more Glamour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Stealing the Solid Reflection===&lt;br /&gt;
The changeling can reach into a surface and remove the reflection of any object with a Size equal to or less than his Wyrd x 2. Once removed, this reflection is a solid object.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wyrd]] + [[Pool::Larceny Skill]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling removes an image of an object owned by someone who is in debt to him.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The reflective object shatters loudly and violently. If the reflective object is solid, it will inflict one point of lethal damage from the shards of broken glass or metal. If the reflection is from a pool of liquid, the liquid erupts from the pool, spraying everyone standing within a yard of it.&lt;br /&gt;
* '''Failure:''' The changeling can remove nothing from the reflection.&lt;br /&gt;
* '''Success:''' The changeling can remove the image of an object currently reflected in a surface, effectively conjuring a solid duplicate. However, the actual object must have actually been reflected in this surface; a reflection of an image, photograph or reflection cannot produce a solid object (save for, say, a duplicate snapshot). The entirety of the object or person must have been reflected in the surface and the surface must be sufficiently reflective that the image is clear, detailed and relatively undistorted. Images from mirrors, large sheets of polished metal, or large ornamental reflecting pools all work well; muddy or windblown puddles or a sufficiently dirty and chipped mirror cannot be used. In addition, the surface must be large enough to remove the object from. The changeling can only pull out full-sized objects, not those that have been increased or reduced in Size.&lt;br /&gt;
To remove an object or living being from a reflection, it must also not be too large. The object’s Size cannot be more than the changeling’s Wyrd x2. A changeling with a Wyrd of three could remove an object with a maximum Size of six, while a changeling with a Wyrd of six could remove objects of up to Size 12, which allows them to remove both cars and small boats from a reflection. Any object or living being removed from a reflection is an exact mirror image of the actual object or person — the reflection of a car has the steering wheel on the other side and all lettering, including the license plate, is also reversed. However, sound is not reversed, and so the reflection of a CD sounds the same as the actual CD.&lt;br /&gt;
A reflected car can be destroyed, but this clause only makes reflections solid for one scene. After that time, the reflection returns to the mirror and all damage, including death, is removed. While a reflection has been made solid, the original object casts no reflection and neither does the temporarily solid reflection. Also, no matter how many reflective surfaces the changeling possesses, it is only possible to create a single solid reflection of a single object.&lt;br /&gt;
* '''Exceptional Success:''' The reflection of the object remains solid and substantial until the next time the Sun rises or sets.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Punishing_Summer</id>
		<title>Punishing Summer</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Punishing_Summer"/>
				<updated>2016-03-11T02:50:05Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Punishing Summer&lt;br /&gt;
|Source=Lords of Summer&lt;br /&gt;
|Pages=59&lt;br /&gt;
|Type=Court&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Long ago, the earliest rulers of the Court of Wrath forged contracts with the blistering heat of the hottest summers. Many of the clauses to these pacts are lost to the weave and weft of history, but some still remain. Those of the Summer Court use these searing clauses to punish their enemies for their transgressions, whether on the sunlit battlefield or in a dark subbasement.&lt;br /&gt;
&lt;br /&gt;
These are the tools of war. These are the instruments of Wrath. Any of the clauses within this contract are subject to the same set of potential modifiers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Smoldergrip===&lt;br /&gt;
Items left long in the sun collect deep and terrible heat: a steering wheel in a hot car, a plastic toy left on a desiccated lawn, the rubber grips to sun-scorched pruning shears. With this clause, the Summer courtier may force any object of Size 3 or smaller to burn turn after turn, as if left in the hottest noon-time sun. The object must be in sight for this clause to be successful&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Strength]] + [[Pool::Wits]] – the object’s [[Pool::Size]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The character sports a real sunburn (not artificial).&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character’s own hand suddenly suffers a terrible sunburn; the skin grows blistery red. She takes one point of bashing damage.&lt;br /&gt;
* '''Failure:''' The changeling fails to manifest the heat needed, and the object remains at its extant temperature.&lt;br /&gt;
* '''Success:''' The object gains the heat of an object lying in direct summer sun. Any attempts to touch the object fail unless the target succeeds on a Resolve + Stamina roll. This roll is penalized by a number of dice equal to the Mantle (Summer) score of the changeling who invoked Smoldergrip. If the target is able to touch or use it, prolonged use is still difficult: he must succeed on that same roll every turn he touches the item. The terrible heat lasts for a number of turns equal to the changeling’s Wyrd score.&lt;br /&gt;
* '''Exceptional Success:''' As with success, except any time someone touches the object while it’s hot, he suffers one point of bashing damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Battle Bright===&lt;br /&gt;
Fighting with the sun in one’s eyes is no easy task.  Depth perception is weakened as a fighter squints to see his foe. Is that his target or his target’s shadow? The bright light blinds. While using this ability, a changeling makes himself radiate with the white, searing light of the summer sun, a hot bright mote that burns in the eyes of all who see it. The exception to this is those who possess any dots in Mantle (Summer). Summer courtiers who wear the Mantle of the Court remain unaffected by the bright light since the fierce light is their ally, not their enemy. This ability can only be used once per day.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Wyrd]] versus the highest [[Pool::Wits]] + [[Pool::Composure]] of those within sight of the changeling.&lt;br /&gt;
* '''Action:''' [[Action::Instant]] and [[Resistance::Contested]]&lt;br /&gt;
* '''Catch:''' The changeling holds a real, burning torch aloft.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling must’ve missed a detail in fulfilling this clause of the contract, and the summer sun rebukes him for it: his vision becomes filled with bright “floaters,” causing him a –3 to all sight-based Perception rolls for the rest of the day.&lt;br /&gt;
* '''Failure:''' The character fails to draw on the summer sun’s intensity.&lt;br /&gt;
* '''Success:''' The changeling becomes a supernatural beacon of intense light. Any who can see the changeling suffer the following: Defense halved (round down), any rolls to attack are made at –2 dice, and all sightbased Perception rolls are complicated by a –3 penalty. This ability lasts for up to one scene, with one exception. Use of this clause necessitates that the changeling remain still. If the changeling moves more than one inch, the clause ends prematurely. Note that any characters who possess one or more dots in the Mantle (Summer) Merit are unaffected by this power.&lt;br /&gt;
* '''Exceptional Success:''' Targets affected by this clause continue to suffer from the Perception penalty (–3) even after the clause ends. The penalty remains for one hour after completion of the clause.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Crown of Clashing Fire===&lt;br /&gt;
Woe to those chosen to do battle with a courtier of Summer in the Crown of Clashing Fire. With this clause, a changeling chooses a foe on the battlefield with a simple point of the finger. When the two are within 10 yards of one another, a ring of thorns rises up around the two of them and in the next turn those thorns catch fire. The duel is on.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]], 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Wyrd]] minus opponent’s [[Pool::Stamina]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling has one or more scars from his last battle with this foe.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The fiery thorns rise up and encircle only the changeling. Trying to leave the crown of fire is as per a success, below.&lt;br /&gt;
* '''Failure:''' The thorns and fire fails to manifest.&lt;br /&gt;
* '''Success:''' A ring of thorns about two feet high rise up and, in the subsequent turn, catch fire. The fire burns high with hot, red flames. At the time of the circle’s inception, any other characters within the fiery circle who are not part of the duel hear a deafening, crackling roar in their ears: the sounds of surrounding conflagration. Remaining within that circle is difficult, demanding one Willpower point per turn. In addition, those not part of the duel but lingering in the circle also suffer –3 to all Physical rolls while within the fiery borders. In leaving the circle, the flames do not burn any of these nondueling characters.&lt;br /&gt;
The same cannot be said for the two individuals locked in skirmish. If either try to leave the circle before the flames burn out, that character suffers two aggravated levels of damage automatically upon exit.&lt;br /&gt;
(And he can be dragged back into the circle by the other opponent.) The fire burns for a number of turns equal to twice the changeling’s Wyrd score and only ends prematurely when one of the opponents is either knocked unconscious or killed (thus resulting in an “end” to the duel). Otherwise, the changeling cannot end it until those turns expire.&lt;br /&gt;
* '''Exceptional Success:''' As with success, but the changeling who initiated this clause gains the spent Willpower back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Baleful Stroke of Summer Sun===&lt;br /&gt;
With a close strike of a deadly weapon, a Summer courtier with this ability infects the target with a debilitating poison that simulates the effects of sunstroke and heat exhaustion. As the seconds pass after the strike, the victim begins to feel the effects take hold. He is no longer able to sweat. His tongue turns to cotton. The target’s heart race accelerates, he suffers splitting cramps, and he gets dizzy with fatigue.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Stamina]] + [[Pool::Wyrd]] versus opponent’s [[Pool::Stamina]] + [[Pool::Composure]]. Note, however, that the changeling must first make a successful close combat attack (with Brawl or Weaponry) and do at least a single point of lethal damage. The moment of the attack’s success occurs when the reflexive roll takes place.&lt;br /&gt;
* '''Action:''' [[Action::Reflexive]] and [[Resistance::Contested]]&lt;br /&gt;
* '''Catch:''' The changeling strikes with a weapon featuring metal that the changeling himself forged. It must be a substantial part of the weapon: the pommel and quillons of a sword, the blade of a knife, the bludgeoning end of a mace.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The effect does not occur and the changeling loses his Defense in the subsequent turn due to the invested (and failed) attempt.&lt;br /&gt;
* '''Failure:''' While the attack may have been successful, the effects of the clause fail to manifest.&lt;br /&gt;
* '''Success:''' One turn after the successful lethal attack, the target begins to suffer the effects of sunstroke and heat exhaustion. This cursed effect lasts for a number of turns equal to the Resolve score of the changeling who used this clause. However, the victim does have a choice as to how this curse manifests: she can choose to accept cumulative dice penalties equal to one die of penalty per turn (thus she chooses to let the heatstroke potentially affect her actions) or she can choose to instead internalize the effects and eschew taking penalties, but in doing so she takes one aggravated level of damage every turn she makes this choice. The choice can be made on a turn by turn basis. If the changeling’s Resolve was 3, the effect would go for three turns. On the first turn, the target might choose a –1 die penalty, on the second turn she might take a point of aggravated damage, and on the third and final turn might take another penalty, which becomes a –2 penalty (as those dice are cumulative until the effect ends). Alternately, she could just choose to take three full aggravated (with no penalties) or –3 dice (with no damage). Penalties occur at the beginning of a combat round, and thus are in play when the target opts to make a roll.&lt;br /&gt;
Penalties from the curse fade once the effect’s turns are completed (in the above example, starting on the fourth turn) at a rate of one die of penalty per turn. (So, 3 penalty dice after three turns becomes –2 on the fourth turn, –1 on the fifth, and no related penalty on the sixth.)&lt;br /&gt;
* '''Exceptional Success:''' As with success, but the affected target cannot spend Willpower while the curse is active.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Scorched Earth===&lt;br /&gt;
This clause represents the ultimate punishment of summer: with it, a changeling curses an area to bake in blistering heat, blighting the plants, incurring drought, possibly even invoking the death of pets, older adults, or children. Many Summer courtiers have been known to invoke this clause in the midst of battle. While it runs the risk of harming those who fight for the freehold, one hopes that they are prepared to fight through such scorching weather.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 5 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Strength]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Extended]] (10+ successes; each roll represents a turn of uninterrupted meditation)&lt;br /&gt;
* '''Catch:''' The changeling meditates beneath a Summer Court pennon or battle-flag that she helped to create.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling grows warm, then hot, then the air is sucked out of her lungs in a vacuous rush of heat. She falls unconscious for a number of turns equal to 10 minus her Resolve score.&lt;br /&gt;
* '''Failure:''' No progress is made.&lt;br /&gt;
* '''Success:''' The character makes progress toward the end result. Ten successes are required for every halfmile radius of effect. The character must decide the radius of effect before beginning to evoke this clause. Once the Scorched Earth curse is active, the following effects occur:&lt;br /&gt;
: All of those within the radius of effect find the following stats halved (round down): Stamina, Strength, Composure, Resolve. (The loss of these dots while in the radius of effect also affects related traits such as Speed, Health, Willpower, etc.)&lt;br /&gt;
: Bashing damage does not heal while one is in the area of effect and Willpower cannot be regained. The heat truly saps one’s internal energy and spirit.&lt;br /&gt;
: All plant life within the radius of effect begins to die. Death can be forestalled by some measure of preventative care (usually necessitating Wits + [[Pool::Science Skill|Science]] rolls).&lt;br /&gt;
: Water turns to steam. Faucets and hoses only trickle water. Puddles turn to vapor. Rivers run thin and muddy while streams dry up entirely. Water is not impossible to get, but it’s always warm and in far scarcer supply than it had been. Effects plaguing a character end as soon as that character leaves the area of effect.&lt;br /&gt;
The Scorched Earth curse continues for a number of days equal to the changeling’s Wyrd score. It can be ended prematurely, but requires that the changeling spills a pint of his own blood (necessitating him taking one point of lethal damage) on the ground of the affected area.&lt;br /&gt;
Note that this effect can occur even in winter. While it likely baffles meteorologists and is surely an extraordinary experience, it doesn’t necessarily appear supernatural.&lt;br /&gt;
* '''Exceptional Success:''' If the character achieves an exceptional success on the extended roll (gaining five successes in total beyond what was necessary to activate the clause), she may add a stipulation to the clause that allows for those with dots in Mantle (Summer) to remain unaffected by the Scorched Earth effects.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Potential</id>
		<title>Potential</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Potential"/>
				<updated>2016-03-11T02:49:31Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Potential&lt;br /&gt;
|Source=Swords at Dawn&lt;br /&gt;
|Pages=138-140&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Entropy is an active force in the world, attempting to break down all aspects of reality. Left unguided and unsupported, all manner of things will deteriorate, whether they be objects falling to decay, politics tangling to disorder or ideals tarnishing into apathy. To combat this force and bring about positive change, active effort must be made. Determining where and when to bring about change is a heavy responsibility, but to ignore it is to concede the Lost existence to destruction, and that is an unacceptable fate to allow.&lt;br /&gt;
&lt;br /&gt;
They are, however, considered non-affinity Contracts for any Lost who is not a part of the [[Dawn]] Court.  Those with [[Dawn]] [[Court Goodwill]] can also purchase them as affinity Contracts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===Light the Path (•)=== &lt;br /&gt;
Lost are as capable of duplicity and subterfuge as any other sentient beings, but an accurate understanding of an-other’s true motives can be vital when determining what path to take forward. For the Dawn Courtier whose life is at stake (along with the lives and Clarity of others), being able to sense others’ true motivations in taking a certain action can be vital.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisite:''' [[Mantle]](Dawn) • or [[Court Goodwill]](Dawn) ••&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]] versus subject’s [[Pool::Composure]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling has caught the target in a lie previously.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling receives an incorrect motivation about the specified action or statement, and believes it to be true.&lt;br /&gt;
* '''Failure:''' The character cannot discern the target’s motivation.&lt;br /&gt;
* '''Success:''' The changeling learns one of the subject’s motivations of the specified action or statement.&lt;br /&gt;
* '''Exceptional Success:''' The character learns two motivations of the specified action or statement or that only a single motivation exists for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Read the Web (••)===&lt;br /&gt;
No man is an island. When decisive action must be taken, knowing the relationship between those involved can help to minimize potential unexpected backsplash from said action. Being able to sense where one’s allies or enemies exist is even more helpful. A changeling with this clause can perceive and interpret the relationships of those around him, as represented by a web of ethereal threads perceivable only to him.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisite:''' [[Mantle]](Dawn) •• or [[Court Goodwill]](Dawn) •••&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Intelligence]] + [[Pool::Wyrd]] – subject’s [[Pool::Composure]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling shares a pledge with the target.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The character misreads the relationship threads between the target and other individuals. This could manifest as if no web existed, or in a wholly inaccurate set of readings.&lt;br /&gt;
* '''Failure:''' The changeling is unable to perceive any relationship ties between the target and others.&lt;br /&gt;
* '''Success:''' The character perceives the connections between the target and those presently around him as translucent threads that run between them. This effect lasts only for a single turn, and the amount of information gleaned is equal to the number of successes achieved (see Relationship Threads sidebar for details.) Examples of information gleaned include but are not limited to: whether the target has a relationship tie with the other individual, the general length of acquaintance, the intensity of the target’s feelings for or about the other individual, the dominant emotion the target is feeling for or about the other individual at the moment, whether the target shares an oath with the other individual and how significant that oath is.&lt;br /&gt;
* '''Exceptional Success:''' As per a success, however the number of pieces of information gleaned is twice the number of successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Martyr’s Will (•••)===&lt;br /&gt;
Sometimes doing what must be done to help bring about change demands more than the average Lost can provide. For those who steel themselves to the task, however, using Martyr’s Will can bolster their resolve and supplement their bravery even beyond what Heroic Effort normally can reach.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisite:''' [[Mantle]](Dawn) ••• or [[Court Goodwill]](Dawn) ••••&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling deliberately sheds a few drops of his own blood.&lt;br /&gt;
* '''Drawback:''' Using Martyr’s Will stretches the potential of even the strongest Lost’s Willpower. After successfully activating this clause, the changeling may not regain Willpower by any means for the next 24 hours.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling’s will is simply not strong enough to bolster them. The Contract fails, and any attempts to spend Willpower to gain bonuses to actions or Resistance efforts garner one less die bonus than normal (ie: only 2 for Heroic Effort and 1 for Resistance efforts.)&lt;br /&gt;
* '''Failure:''' The Contract fails to have any effect.&lt;br /&gt;
* '''Success:''' For the remainder of the scene after activating Martyr’s Will, the changeling receives an additional +2 dice bonus (for a total of a +5 dice bonus) to any action where Willpower is being expended for Heroic Effort (pp. 132–133 of the World of Darkness Rulebook.) They also receive a +2 die bonus to any Resistance efforts where Willpower is expended (for a total of a +4 dice bonus.)&lt;br /&gt;
* '''Exceptional Success:''' As with a normal success, but the effect of Martyr’s Will lasts until the next sunrise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shift the Foundation (••••)===&lt;br /&gt;
Sometimes one’s own efforts are not enough to create great change, and allies must be formed or opinions swayed. This clause allows the Dawn Court to create fundamental (although temporary) changes in others, shifting their Virtue or Vice to one which is more conducive to the targeting changeling’s goals.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisite:''' [[Mantle]](Dawn) •••• or [[Court Goodwill]](Dawn) •••••&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' Manipulation + [[Pool::Expression Skill|Expression]] + Dusk Court versus the subject’s Composure + [[Pool::Subterfuge Skill|Subterfuge]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling and target are actively involved in a conversation related to the Vice or Virtue he hopes to shift the target towards.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The targeted individual’s Virtue or Vice is unchanged. Instead, the changeling’s Virtue or Vice (whichever he was attempting to shift) changes to match that of the target.&lt;br /&gt;
* '''Failure:''' The clause fails to have any effect.&lt;br /&gt;
* '''Success:''' The target’s Virtue or Vice temporarily changes to that specified by the changeling. If the target’s Virtue or Vice is already what the changeling is attempting to shift it to (either naturally or because it has been successfully shifted previously), that Virtue or Vice is strengthened, and the target must make a successful Resolve + Composure roll (or spend a Willpower) to avoid taking action in any situation where their Virtue or Vice comes into play. Either effect lasts until the next sunrise.&lt;br /&gt;
* '''Exceptional Success:''' As with a normal success, but the target makes a Resolve + Composure check at the next dawn. If he fails, the effects continue until sunset. Tests are run at each dawn and sunset and the effects last until the target succeeds in his roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Tenacity of Hope (•••••)===&lt;br /&gt;
Some victories are simply too important to allow any- thing to keep them from being accomplished. By using Tenacity of Hope, a changeling can supernaturally dedicate himself towards achieving a certain goal and be aided by the force of the Wyrd in their efforts.&lt;br /&gt;
&lt;br /&gt;
A changeling attempting to activate this clause must focus it towards a certain specific goal that is achievable through the action of the Lost in question. The Storyteller is the final authority on what goals are acceptable to use for this clause, and whether a specific goal has been accomplished or not.&lt;br /&gt;
&lt;br /&gt;
“To survive” is never an acceptable goal for the purpose of this clause. The Wyrd will not make bargains in a situation where its price (the drawback) has no chance of being fulfilled.&lt;br /&gt;
&lt;br /&gt;
* '''Prerequisite:''' [[Mantle]](Dawn) •••• or [[Court Goodwill]](Dawn) •••••&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] and 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The target is using this Contract for a selfless purpose (ie: to benefit someone other than himself, or Lost society as a whole.)&lt;br /&gt;
* '''Drawback:''' Once the Contract is successfully activated, if the specified task is not fully accomplished before the Contract wears off, the character receives a penalty of –3 dice on all attempted actions and a –2 dice penalty on all Resistance efforts (not just those related to the goal) for a number of days equal to the duration of the clause. If the goal is achieved during the drawback, the drawback ends immediately.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling fails to receive any benefit to attempts to accomplish the specified task, and loses the benefit of the 10-again rule on any attempts related towards that task for the next 24 hours; attempts by the changeling to activate Tenacity of Hope on that that specific task within the next 24 hours will automatically fail.&lt;br /&gt;
* '''Failure:''' The clause fails to have any effect.&lt;br /&gt;
* '''Success:''' The changeling receives the benefits of the 8-again rule towards any actions taken to accomplish the specific goal focused on while activating it. As well, any action or resistance rolls directly related to achieving that goal are made as if they were under the effects of Heroic Effort rules (p. 132, World of Darkness Rulebook). These include a +3 die bonus to any actions taken towards achieving the goal and a +2 die bonus to Resistance efforts related to attempts to deter or delay their efforts towards the goal. These bonuses end when the task is completed, or after a number of days equal to the number of successes achieved, whichever comes first.&lt;br /&gt;
If the goal is accomplished before the Contract wears off, no drawback is enacted. Once activated, Tenacity of Hope cannot be voluntarily “turned off” before the duration runs out or the task is accomplished, whichever comes first.&lt;br /&gt;
* '''Exceptional Success:''' As with a normal success, but the changeling receives the benefits for a number of days equal to twice the amount of successes rolled or until the goal is achieved, whichever comes first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lucidity</id>
		<title>Lucidity</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lucidity"/>
				<updated>2016-03-11T02:48:59Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Lucidity&lt;br /&gt;
|Source=Dancers in the Dusk&lt;br /&gt;
|Pages=69&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One of the biggest challenges any changeling faces is dealing with the ever-present memories of their durance. Try as they might to leave their past behind them, unexpected reminders creep through the tiniest cracks in the Lost psyche, each one with the potential to breech the dam of pseudo-humanity that a changeling wraps around himself upon returning Faerie. Shoring up that dam, bolstering one’s own Clarity, or that of others, is the nominal purpose of this Contract, and the only one that most Lost will ever admit to using them for. Any tool, however, can be dangerous in the wrong hands, which is why many changelings will not speak of, let alone learn, these powers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===• Read Lucidity===&lt;br /&gt;
While those who have time and opportunity can eventually tell a more stable individual from one who’s sunk deeply into the depths of dream and disconnect simply by their words and actions, sometimes one doesn’t have the leisure for lengthy observation. In a pinch, being able to read a target’s mental stability is an invaluable tool for determining how best to deal with a potential madman.&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 is touching the target, skin-to-skin.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling’s perceptions of the subject’s world-views are dramatically off kilter. She may believe the near-insane Lost to be quite rational, or the logical changeling to be in the throes of a schizophrenic breakdown. While there is no mechanic for this, it will affect the changeling’s perceptions and behaviors. She will be more likely to give credence to the thoughts and suggestions of&lt;br /&gt;
a changeling she falsely believes to be of high lucidity, or discount those of one she inaccurately perceives as mad. As well, it will color how she sees those who view the Lost differently than she does, perhaps leading her to question their motives or even their own Clarity.&lt;br /&gt;
* '''Failure:''' The clause has no effect.&lt;br /&gt;
* '''Success:''' The changeling is able to gain a grasp of the subject’s relative Clarity rating. While Clarity ratings as a numeric value are a game conceit, the changeling gains insight into how clear the subject’s thinking is, how deeply he is currently being affected by the scars of his time in the durance, and how accurately he is perceiving reality.&lt;br /&gt;
* '''Exceptional Success:''' The changeling also gets a general inkling of cause of the subject’s last Clarity loss, although no specific details are given. She may sense that the Clarity sin was “kidnapping” or “killing a Lost”, but not who was affected or when the sin came about.&lt;br /&gt;
&lt;br /&gt;
* '''Clarity Breaking Point Level:''' 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•• Temporary Sanity===&lt;br /&gt;
High Clarity endows Lost with the ability to sense the world around them in a reasonable and logical manner, as well as endowing them with a chance to perceive the presence of supernatural beings, items or magical effects around them. For those who do not possess as strong a sense of balance between the fae world and the mundane one, Temporary Sanity can serve in its stead. At the cost of risking one’s normal Clarity, this clause temporarily lends&lt;br /&gt;
the changeling an increased sense of mental balance, along with the benefits that accompany that stability.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Occult Skill]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling stands on one foot, eyes shut, arms at her side, for a full minute before activating the Contract.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling gains no additional Clarity, and for the remainder of the scene, suffers from a –2 dice penalty to any Perception tests, cumulative with any other penalties she may be under.&lt;br /&gt;
* '''Failure:''' The Contract has no effect.&lt;br /&gt;
* '''Success:''' For a number of turns equal to the number of successes rolled, the changeling gains additional Clarity equal to the number of successes rolled. For the duration of the Contract, all of her perceptions (including the opportunity to attempt Kenning rolls or Keen Senses (p. 92, Changeling: The Lost) are made at the higher Clarity rating. &lt;br /&gt;
* '''Exceptional Success:''' The changeling receives the benefits as with a success, but they last for an entire scene.&lt;br /&gt;
&lt;br /&gt;
* '''Clarity Breaking Point Level:''' 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••• Gift of Lucidity===&lt;br /&gt;
Just as Temporary Sanity can bolster a changeling’s own Clarity, Gift of Lucidity allows him to share that beneficial effect with others for a short time. This Contract can buy a changeling time and avoid forcing them to “put down” a motley mate or other valued Lost companion, but it comes at&lt;br /&gt;
a high price — the temporary loss of one’s own Clarity.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]] per level of Clarity rating “lent”(to a maximum of 3) + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Clarity]] + [[Pool::Wyrd]] — subject’s [[Pool::Resolve]] + [[Pool::Composure]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The subject has lost at least one dot of Clarity within the last 12 hours.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The subject receives no benefit from the Contract, but the activating Lost still suffers from the temporary loss of however many Clarity ratings he invested into the attempt for the next scene. The subject must make a single derangement roll, regardless of how many levels he attempted to “lend.” As the loan and loss of Clarity are temporary, should the Lost gain a derangement in this fashion, his normal Clarity eventually negates it — a derangement gained in this manner lasts only for the next month. This does not negate the need to make the Clarity roll for attempting to activate the Contract, however, and a derangement gained from that roll is permanent.&lt;br /&gt;
* '''Failure:''' The Contract has no effect, and neither the target nor activating Lost’s Clarity is changed. The changeling must still make the breaking point roll, however.&lt;br /&gt;
* '''Success:''' For the rest of the scene, the subject gains the benefit of additional Clarity equal to the number “loaned” by the activating changeling. For the duration of the Contract, all of her perceptions (including the opportunity to attempt Kenning rolls or Keen Senses (p. 92, Changeling: The Lost) are made at the higher Clarity rating. Likewise, for the same time period, the activating changeling perceives the world as if his Clarity were lowered by a number of levels equal to those lent to the target. The subject must make a single derangement roll, regardless of how many levels he “lent.” As the loan and loss of Clarity are temporary, should the Lost gain a derangement in this fashion, his normal Clarity eventually negates it — a derangement gained in this manner lasts only for the next month. This does not negate the need to make the degeneration roll for attempting to activate the Contract, however, and a derangement gained from that roll is permanent.&lt;br /&gt;
* '''Exceptional Success:''' For the remainder of the scene, the targeted changeling receives a temporary benefit as if her Clarity had been boosted by a number of levels equal to the number of Clarity rating levels the activating Lost committed to the attempt. However, the activating Lost also retains his Clarity unaffected for that time period. This does not negate the need to make the Clarity roll for attempting to activate the Contract, however.&lt;br /&gt;
&lt;br /&gt;
* '''Clarity Breaking Point Level:''' 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===•••• Armored Clarity===&lt;br /&gt;
Sometimes a changeling is faced with a situation which he knows, without a doubt, will challenge his Clarity on multiple levels. This can be a situation where the Clarity-shaking action is justified by need — a Hedge-diver who knows he will have to spend an extended period in the Thorns (and thus out of human contact), or a Lost who must ravish a human’s dreams in order to accomplish a greater good. Certainly not all uses of this Contract are entirely altruistic, however, and a changeling who knows he will be breaking an oath by kidnapping and then killing a human might well activate it before the dastardly deed to attempt to reduce the impact such depraved acts have upon his psyche. Regardless of the morality and motivation&lt;br /&gt;
behind them, when a changeling knowingly faces situations which may challenge their sanity, the ability to bolster one’s Clarity against breaking points temporarily is invaluable.&lt;br /&gt;
&lt;br /&gt;
* '''Cost''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Resolve]] + [[Pool::Clarity]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling has spent the last hour in the company of more un-ensorcelled humans than ensorcelled humans or Lost.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling’s Clarity receives no protection, and he suffers a –1 die penalty on his next Clarity roll.&lt;br /&gt;
* '''Failure:''' The Contract has no effect.&lt;br /&gt;
* '''Success:''' For the next scene, the changeling does not make Clarity rolls as he takes actions. Instead, at the end of the scene, the Lost makes a single Clarity roll for the lowest Clarity rating level he violated, and goes forward from there as if this was the only breaking point he triggered. He still must make the Clarity roll for activating this Contract, however, above and beyond the one he makes to cover his multitude of “sins.”&lt;br /&gt;
* '''Exceptional Success:''' As with a success, however the Lost makes receives +1 bonus die on his “lowest of all incurred” Clarity roll, and on any derangement roll which follows as a result. This does not negate the need to make the degeneration roll for attempting to activate the Contract, nor does that roll receive the bonus die.&lt;br /&gt;
&lt;br /&gt;
* '''Clarity Breaking Point Level:''' 4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===••••• Thief of Reason===&lt;br /&gt;
as noble, stealing it away is difficult to justify as anything but a hostile gesture. Stripping another Lost’s sanity, bringing their memories of their time in Arcadia to the forefront of their perception is an effective tactic for combat or ambush, but the changeling who does so too frequently may well find this action leaves him with little Clarity of his own to spare.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Intimidation Skill]] + [[Pool::Wyrd]] — subject’s [[Pool::Willpower]] + [[Pool::Wyrd]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The subject has made a statement doubting her own sanity within the last hour in front of witnesses.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling’s attempt to steal the subject’s Clarity fails miserably, rebounding back against him. His own Clarity automatically drops by one rating. There is no challenge for this, it is automatic, but he can make a test to attempt to avoid gaining a derangement for this loss. This test does not take the place of the degeneration roll he must make for attempting to activate this Contract.&lt;br /&gt;
* '''Failure:''' The Contract has no effect. The changeling must still make the Clarity roll for attempting to activate this Contract.&lt;br /&gt;
* '''Success:''' The changeling successfully (but temporarily) impacts the subject’s Clarity by triggering an overwhelming and immediate memory (true or not) of her experiences in Arcadia. For the remainder of the scene, the subject’s Clarity is treated as if it were lowered by a number of levels equal to the number of successes achieved by the targeting changeling. This cannot lower the subject’s effective Clarity below 1. Not only does this change in effective Clarity give the subject any penalties to her perception rolls that the temporarily lowered Clarity would (p. 93, Changeling: The Lost), but the sudden and dramatic assault upon her sanity reduces her ability to interact quickly and efficiently with the world around her. For the remainder of the scene, she is at a –2 penalty to initiative, and her Defense is lowered by 1. As well, she must test to see if she gains a derangement. If she gains a derangement from this roll, its effects last for the next month before her normal Clarity is able to fight it off.&lt;br /&gt;
* '''Exceptional Success:''' As with a success, however the subject is even more fettered by the impact. On top of the reduction in initiative and lowered defense, all rolls she makes for the remainder of the scene suffer a –2 dice penalty. This does not include the derangement roll for the temporary loss of Clarity.&lt;br /&gt;
&lt;br /&gt;
* '''Clarity Breaking Point Level:''' 2&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Entropy</id>
		<title>Entropy</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Entropy"/>
				<updated>2016-03-11T02:47:56Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NoTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of Entropy&lt;br /&gt;
|Source=Dancers in the Dusk&lt;br /&gt;
|Pages=p. 141-143&lt;br /&gt;
|Type=Court&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The end is predestined; it is only our path between here and there which we have any control over. All things will fail in the end; we can only shine as brightly as we can before the night envelops us entirely. This is the basis of the Dusk Court’s philosophy, and the bargains they’ve struck with Entropy reflect this fatalistic belief. Because the Dusk Court believes that the truth behind their fatalism affects all Lost, not only those of their own Court (and because they believe that the Fate of all Lost is to eventually come to realize the truth in their philosophy), no Court Goodwill for Dusk is required to purchase the Contracts of Entropy. Whatever pact was struck with Entropy, apparently it was a generous one. They are, however, considered non-affinity Contracts for any Lost who is not a part of the Dusk Court. Those with Dusk Court’s Goodwill can also purchase them as affinity Contracts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===Vision of Strife ({{dot1}})===&lt;br /&gt;
Communication is based on a carefully crafted set of common understanding, symbolism and meaning. An utter breakdown of one’s ability to give and share information is a devastating blow.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Intelligence]] + [[Pool::Expression Skill]] + Mantle(Dusk) – [[Pool::Resolve]]&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling writes the target’s name or commonly-used nickname on a piece of paper and tears it into tiny pieces.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The Contract backfires, and the changeling suffers from the effects of Babel’s Curse for the next 24 hours.&lt;br /&gt;
* '''Failure:''' The Contract has no effect.&lt;br /&gt;
* '''Success:''' The targeted individual is unable to communicate in any manner for a number of turns equal to the changeling’s successes. This includes verbal, written, physical or supernatural means. It is not simply a matter of losing one’s voice or forgetting how to write; the shared basis for communicating ideas breaks down for the target, leaving them able to speak words, write letters or use gestures, but not in such a way that they have any meaning for those around them. The most fundamental of communications: a shout of alarm, a cry of pain or a joyful laugh can be communicated. Anything more complex is scrambled until its meaning is lost entirely.&lt;br /&gt;
* '''Exceptional Success:''' As with an ordinary success however, for the duration of the Contract the targeted individual can also not understand any written, verbal, physical or supernatural communication more complex than the fundamentals expressed above, effectively shutting off communication entirely as long as the Contract is in effect.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sense the Inevitable Doom ({{dot2}})===&lt;br /&gt;
The changeling invoking this clause is able to sense disaster headed his direction. His sheer certainty that something bad will without a doubt befall him becomes not paranoia, but a supernatural sensitivity to the many dooms lying in wait.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Wits]] + [[Pool::Occult Skill]] + [[Mantle]](Dusk)&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling has consumed at least a serving of caffeinated beverage within the last hour.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling’s fatalism reaches paranoid levels, effectively undermining his ability to sense potential true danger. For the next 24 hours, all Perception rolls he makes suffer from a –2 penalty. This penalty is cumulative, if he suffers multiple instances of dramatic failure while making attempts to activate this Contract.&lt;br /&gt;
* '''Failure:''' The changeling’s senses are unaltered.&lt;br /&gt;
* '''Success:''' The character’s acceptance that bad things will happen to him gives him the ability to react to them faster when they do. After successfully activating this Contract, the changeling receives the benefit of the Danger Sense Merit for the scene. If he already possesses the Danger Sense Merit, the normal +2 modifier becomes +4 for the duration of the Contract. As well, when entering into an inherently dangerous situation with the Contract activated (even one which does not involve an impending ambush) the Lost experiences an uneasy feeling. The Contract gives no indication of the nature or source of the danger, but it does grow somewhat stronger should the Lost continue towards a dangerous Fate. This power is not specific enough to determine which wire is connected to a bomb and which is not, for example, but might be used to warn a changeling that opening or passing through a certain door is more dangerous than remaining in the room or going back the way he came.&lt;br /&gt;
* '''Exceptional Success:''' As per a success, but the effects last for a 24-hour period.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gift of the Skald ({{dot3}})===&lt;br /&gt;
This clause allows the Dusk Court to share the strength gleaned from their acceptance of their Fate with those around them. It is often used as a recruiting tool to the Dusk Court, by those who believe that it is the ultimate Fate of all Lost to join the Glacial Axe. The Gift of the Skald bonus cannot be stacked with other applications of the same Contract. Any individual may only be affected by one “application” of this Contract at any given time.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]] per target (to a maximum of the changeling’s [[Wyrd]] in targets) + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Presence]] + [[Pool::Persuasion Skill]] + [[Mantle]](Dusk) (vs. the target’s [[Pool::Resolve]] + [[Pool::Wyrd]], if they are actively resisting)&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 At least half the targeted group is Dusk Court.&lt;br /&gt;
: +1 The changeling has bested at least one of the target group in combat within the last 24 hours.&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling is a member of the Dusk Court and proselytizes to the target(s) for a minimum of five minutes about the truth of the Dusk philosophy.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling suffers a –2 penalty to all Resistance-based rolls for the next 24 hours.&lt;br /&gt;
* '''Failure:''' The Contract fails to have any effect.&lt;br /&gt;
* '''Success:''' For a number of turns equal to the changeling’s successes, each target receives a +2 bonus to all Resistance rolls made.&lt;br /&gt;
* '''Exceptional Success:''' As with a normal success, but the targets’ bonuses last for 24 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hero’s Stand ({{dot4}})===&lt;br /&gt;
Using this clause allows the changeling to draw a proverbial line in the sand and declare a formal duel against any single enemy or foe within earshot of him. While this challenge does not force the enemy to engage him in battle, it gives the changeling strong bonuses when fighting his declared enemy, and curses the foe who would run rather than face him. The changeling indicates his target, challenging him in no uncertain terms. This can be visual (making an obscene gesture) or verbal (anything from yelling “Hey you!” to a formal declaration of challenge.) The target must be able to perceive the challenge (visually or audibly) but the Contract makes the nature of the challenging words or gesture immediately apparent.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 1 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:'' [[Pool::Resolve]] + [[Pool::Brawl Skill]] or [[Pool::Weaponry Skill]] + [[Mantle]](Dusk) vs. [[Pool::Composure]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 The changeling is wielding an axe.&lt;br /&gt;
: +1 The changeling and his target have already exchanged blows within the last 24 hours.&lt;br /&gt;
: +1 The target’s allies in the immediate area outnumber the changeling’s allies in the immediate area (+1 for each ally over to a maximum of +5)&lt;br /&gt;
: –1 The changeling’s allies in the immediate area outnumber the target’s allies in the immediate area (–1 for each ally over to a maximum of –5)&lt;br /&gt;
* '''Action:''' [[Action::Instant]] [[Resistance::Contested]]&lt;br /&gt;
* '''Catch:''' The changeling is standing on something which marks off a small territory (no more than 5 foot by 5 foot). This can be as simple and temporary as a blanket thrown on the ground, or as elaborate or permanent as a formal Holmgang square or inlayed square of flooring. If the changeling uses this catch to activate the Contract, all effects of the Contract (bonuses and target’s curse) end immediately if he steps (or is forced) outside of that marked ground.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The changeling suffers a –2 penalty to all Brawl or Weaponry rolls for the next 24 hours, and the Glamour is wasted. The target is aware he has been challenged and may respond, but is under no ill effects if he does not.&lt;br /&gt;
* '''Failure:''' The Contract fails to have any effect and the Glamour is wasted. The target is aware that he has been challenged and may respond, but is under no ill effects if he does not.&lt;br /&gt;
* '''Success:''' For a number of turns equal to the changeling’s successes, the changeling’s Brawl or Weaponry (whichever was used in the challenge) is increased by a number of dots equal to the number of successes rolled, but only against the specified target. As well, should the targeted enemy attempt to flee or refuse to engage the changeling in combat, he is cursed with a –2 penalty to all Composure rolls for a number of turns equal to the changeling’s number of successes.&lt;br /&gt;
* '''Exceptional Success:''' As with a normal success, but the target’s penalty curse lasts for 24 hours.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Center Cannot Hold ({{dot5}})===&lt;br /&gt;
Even Wyrd is not immune to the effects of entropy, and with sufficient effort a changeling may turn the Wyrd against itself, dispelling an active Contract. The targeting changeling must specify what Contract she are attempting to cancel. If the Contract is specifically cast on a target object or individual, she must specify the object or individual as well.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 2 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Intelligence]] + [[Pool::Occult Skill]] + [[Mantle]](Dusk) - level of Contract&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: –1 The Lost who activated the targeted Contract is of a higher Wyrd than the changeling attempting to cancel it (–1 per level higher)&lt;br /&gt;
: +1 The changeling has witnessed the specific Contract she is attempting to nullify being activated&lt;br /&gt;
: +1 The changeling spends additional Glamour into her efforts (beyond the required 2, +1 modifier per extra Glamour spent up to a maximum of 3)&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
* '''Catch:''' The changeling herself possesses the Contract which she is targeting and has activated it within the last 24 hours.&lt;br /&gt;
&lt;br /&gt;
===Roll Results===&lt;br /&gt;
* '''Dramatic Failure:''' The attempt to nullify the Contract fails and some unpredictable but negative by-product befalls the changeling. This effect is left to the Storyteller’s discretion. Options include (but are not limited to) having the changeling fall under the effects of the Contract she was attempting to dispel (mirroring the level and duration that it was originally activated at), a loss of half (rounded up) of her remaining Glamour, delivering lethal damage equal to the dot level of the Contract she was targeting, or bestowing a major derangement for a number of days equal to the dot level of the Contract she was targeting. Derangements gained in this way do trigger clarity checks at the appropriate level. Storytellers are encouraged to elaborate on cosmetic but neutral effects for this backlash of Wyrd, as well.&lt;br /&gt;
* '''Failure:''' The changeling is unable to affect the targeted Contract. If the Contract is actively affecting someone else, the affected individual may make a Wyrd + [[Pool::Occult Skill|Occult]] test to attempt to determine that someone was attempting to dispel the Contract. An exceptional success on this test allows them to identify the source of the attempt as well.&lt;br /&gt;
* '''Success:''' The targeted Contract is nullified. If the Contract is actively affecting someone else, the affected individual may make a Wyrd + [[Pool::Occult Skill|Occult]] test to determine that someone was attempting to dispel the Contract. An exceptional success on this test allows him to identify the source of the attempt as well.&lt;br /&gt;
* '''Exceptional Success:''' The Contract is nullified, and none of the previously-mentioned tests can be made to determine where the dispelling came from. This does not stop others from assuming the Lost is guilty, if they are aware of her ability to cancel Contracts, nor does it protect her action from being sensed by other abilities or Contracts (such as Wyrd’s Eye.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Board</id>
		<title>Board</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Board"/>
				<updated>2016-03-11T02:46:27Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{Infobox Contract&lt;br /&gt;
|Name=Contracts of the Board&lt;br /&gt;
|Source=Swords at Dawn&lt;br /&gt;
|Pages=46-49&lt;br /&gt;
|Type=Common&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Lost possess an intimate understanding of the magic of metaphor, how one thing can be so like another thing that altering one magically alters the other as well. Long ago, some clever changeling recognized the connection between games and war, and forged these Contracts with a power referred to as “the Great Board,” the embodiment of strategy play. Each of the great Courts claims to have originated these clauses; while Summer Courtiers swear the shared history of their Court and these powers should be self-evident, the Lost of the Ashen Mirror often claim to have crafted it to beat the Iron Spear at its own game. Nobody mentions the fact that the Gentry so often have affection for powers just like these.  Contracts of the Board are considered affinity Contracts for all changelings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contract Levels==&lt;br /&gt;
===The Honest Eye (•)=== &lt;br /&gt;
Winning against a skilled opponent can be difficult; overcoming a cheater can prove impossible. This clause helps a changeling level the playing field by unmasking cheating competitors. It can be used to identify a cheater in any formalized competition with a time limit and specified rules, including board games, card games, sports and even formal debates. Unfair advantages (such as those granted by kith blessings) do not count as cheating unless they break the rules of the competition.&lt;br /&gt;
&lt;br /&gt;
Note that no use of the Contracts of the Board counts as cheating for the purposes of this power.&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;
: ''Suggested Modifiers''&lt;br /&gt;
: +1 Subject is a known cheater&lt;br /&gt;
: -1 User is a known cheater&lt;br /&gt;
: -3 Changeling is cheating or has cheated during the same game in which she uses this power&lt;br /&gt;
* '''Action:''' [[Action::Instant]] [[Resistance::Contested]]&lt;br /&gt;
'''Catch:''' The changeling has caught the subject cheating (at any game) in the past without use of this Contract&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The changeling believes her opponent is playing honestly, whether or not she is.&lt;br /&gt;
* '''Failure''': The changeling can’t tell whether or not her opponent is cheating.&lt;br /&gt;
* '''Success''': If the changeling rolls more successes than the subject, she knows whether or not he is cheating.&lt;br /&gt;
* '''Exceptional Success''': Not only does the changeling know whether or not the subject is cheating, she also knows how. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knowing the Competition (••)===&lt;br /&gt;
Sitting across the board from someone, an infamous chess master among the Lost used to claim, is the only way to truly know them. Chances are, he was speaking of this clause. Use of this power allows a changeling to distill through Glamour her experiences playing a game with another individual into a brief flash of insight into the individual’s methods, granting her a distinct edge. &lt;br /&gt;
&lt;br /&gt;
Note that the game the characters shared must be played to completion.&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 Game played was directly applicable to the current circumstances (i.e. when in war against a general the character played chess against or in a fight with an Ogre the character once arm-wrestled)&lt;br /&gt;
: -2 The subject cheated during the game without the character’s knowledge&lt;br /&gt;
* '''Action:''' [[Action::Instant]] &lt;br /&gt;
'''Catch:''' The changeling uses this clause during a rematch of the initial competition&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The changeling grossly misjudges her opponent. Her next roll against the individual is automatically a chance roll.&lt;br /&gt;
* '''Failure''': The power fails to have any effect.&lt;br /&gt;
* '''Success''': The changeling experiences a brief and sudden moment of insight into how the subject’s mind works. She gains a +4 bonus to her next dice pool rolled against the subject, no matter what the pool is. (So yes, this power allows a character to throw a more accurate punch against a person after having played a game of gin with him.) The character must play another game with the subject before using this Contract on him again.&lt;br /&gt;
* '''Exceptional Success''': As per success, save the character may use the Contract again without having to play another game with the subject.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Living Game (•••)===&lt;br /&gt;
At times of war, the Lost are sometimes confused to find their leaders playing games by themselves. If they wait long enough, they may well be shocked to see the game play back.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 3 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Occult Skill]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +3 Commander of the enemy faction or team is also using this Contract and using the same game to represent the conflict&lt;br /&gt;
: +1 Character has played the game against the leader of the enemy group&lt;br /&gt;
: –2 Character has never personally met the leader of the enemy group&lt;br /&gt;
: –5 Character is playing a game with which she is unfamiliar&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
'''Catch:''' The character uses a game appropriate to the situation at hand. For example, using chess in a competition between two groups of roughly similar size and strength (such as a football game), blackjack in a situation where several groups are combating a single enemy or poker in a situation where multiple groups have taken to fighting every changeling for himself.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The character learns inaccurate information about the battle or game.&lt;br /&gt;
* '''Failure''': The power fails to take effect.&lt;br /&gt;
* '''Success''': The movements of the character’s phantasmal opponent’s pieces or the composition of its cards represents the developments in a different conflict (of the character’s choosing). Through this clause he gains a detailed account of the combat or competition that allows him to react to developments on the field without the need for reports. (This is especially useful when combined with the Game Master’s Table, below.) The information granted by a game is limited to tactical information. While the changeling knows that the loss of a chess piece means that an individual or unit is no longer relevant to the battle, he does not know whether or not that person was captured, injured, or killed.&lt;br /&gt;
* '''Exceptional Success''': The character’s phantasmal partner performs actions before they occur on the battlefield, granting the character a +3 bonus on all rolls for determining tactics to use in the real conflict that the game represents.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Game Master’s Table (••••)===&lt;br /&gt;
This clause allows the changeling to use her game board to give information as well as receive it. She must provide individuals or unit leaders with small tokens appropriate to the game she intends to play (such as playing cards or chess pieces) before the conflict begins. Then she may deliver orders to her troops by moving her pieces across the board (or whatever actions are appropriate to the chosen game). The troops are not compelled by this power, but they do recognize the impulses towards given actions as commands from their leader.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 4 [[Cost::Glamour]] or 4 [[Cost::Glamour]] + 1 [[Cost::Willpower]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +3 Commander of the enemy faction or team is also using this Contract and using the same game to represent the conflict&lt;br /&gt;
: +2 Character chooses a game particularly appropriate to the conflict at hand&lt;br /&gt;
: +1 Character has played the game against the leader of the enemy group&lt;br /&gt;
: –2 Character has never personally met the leader of the enemy group&lt;br /&gt;
: –5 Character is playing a game with which she is unfamiliar&lt;br /&gt;
* '''Action:''' [[Action::Instant]]&lt;br /&gt;
'''Catch:''' The character takes time beforehand to prepare each game piece or card to be given out and used on the board, personalizing it to the character it will represent. This effort takes an hour of work for a standard chess set or deck of cards, requires access to the followers, and may necessitate one or more successful Crafts rolls depending on circumstances at the Storyteller’s discretion.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The power takes effect, but the commands given come out garbled. This levies a –3 penalty on all attempts to command from behind the scenes for the remainder of the scene.&lt;br /&gt;
* '''Failure''': The power fails to cause any effect.&lt;br /&gt;
* '''Success''': The game becomes magically bound to the character’s followers. The character transmits commands to his followers on the field through the use of a game board or playing cards. This transmission is instantaneous and recognized by the receiver for what it is. The commands can only provide information of a tactical nature — a command to take a ridge or destroy an enemy unit works, for example, but not a command to put on a disguise or sing a song. When used in conjunction with the Living Game clause, this power allows a character to lead an army and respond to enemy movements without being anywhere near the combat.&lt;br /&gt;
Characters watching a changeling use this power cannot understand the connections between what she is doing and what is occurring on the battlefield unless they use the Living Game to do so. It has been said that some particularly decadent leaders duel or determine Court leadership by preparing two groups of humans (or, if rumor is to be believed, changelings) and then sitting at the same table, their dark game reflected in the deaths of dozens. Certainly the Gentry have been known to engage in such grim play.&lt;br /&gt;
This power has a range of (Wyrd) miles. The Contract’s effect lasts for one scene, but the character may spend a Willpower point to extend the duration until the next sunrise or sunset, whichever comes first. At the end of the power’s duration, the items provided to the followers to establish the connection transform into poetically appropriate detritus reflecting the Contract’s user: a Fairest’s cards might become rose petals while a Darkling’s chess pieces may decay into dry cobwebs. The power cannot be used again without providing the followers with new pieces. &lt;br /&gt;
* '''Exceptional Success''': As above, save the followers react with exceptional speed and coordination, as if an extension of their commander’s will. Characters under the user’s command gain a bonus of +2 to all actions for the remainder of the scene (regardless of the length of the effect).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Cheater’s Gambit (•••••)===&lt;br /&gt;
Sometimes an even battlefield simply isn’t even enough. This clause allows a changeling to wreak havoc on his enemies — by knocking over game pieces or using a marked&lt;br /&gt;
deck in a game against an invisible opponent.&lt;br /&gt;
&lt;br /&gt;
* '''Cost:''' 4 [[Cost::Glamour]]&lt;br /&gt;
* '''Dice Pool:''' [[Pool::Manipulation]] + [[Pool::Wyrd]] vs. [[Pool::Composure]] + [[Pool::Wyrd]]&lt;br /&gt;
: ''Suggested Modifiers''&lt;br /&gt;
: +3 Commander of the enemy faction or team is also using this Contract and using the same game to represent the conflict&lt;br /&gt;
: +1 Character has played the game against the leader of the enemy group&lt;br /&gt;
: –2 Character has never personally met the leader of the enemy group&lt;br /&gt;
: –3 Subject suspects that character will attempt to cheat in some way&lt;br /&gt;
: –5 Character is playing a game with which she is unfamiliar&lt;br /&gt;
* '''Action:''' [[Action::Instant]] [[Resistance::Contested]]&lt;br /&gt;
'''Catch:''' Changeling has played this game with an individual who died within the past week.&lt;br /&gt;
&lt;br /&gt;
====Roll Results====&lt;br /&gt;
* '''Dramatic Failure''': The attempt at cheating rebounds on the character, causing the group she supports to suffer a –4 to all rolls during the next turn.&lt;br /&gt;
* '''Failure''': The power fails to affect the targets.&lt;br /&gt;
* '''Success''': The character cheats the subject’s followers in the game of fate, levying a far-ranging if short-lived curse against their efforts. On the following turn, all followers of the subject involved in the conflict suffer a –4 penalty to any dice roll for their own actions (resistance dice pools are not affected). This penalty fades the following turn. This sudden downswing of fortune may manifest as a moment of bad weather, a broken communication line, a sudden rout or a simple turn of horrid luck. Whatever way fate takes its toll on the enemy, the subject of the Contract (i.e. the enemy leader) automatically knows that a character just messed with fate on a large scale. In short, he knows the character cheated.&lt;br /&gt;
* '''Exceptional Success''': As success, save the subject doesn’t realize that a Contract was used.&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Contracts}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Hedge_Beast_Companion</id>
		<title>Hedge Beast Companion</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Hedge_Beast_Companion"/>
				<updated>2016-02-28T18:32:41Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=1|Level2=2|Level3=3&lt;br /&gt;
|Type=Changeling&lt;br /&gt;
|Prerequisite=&lt;br /&gt;
|Source=Autumn Nightmares&lt;br /&gt;
|Pages=p. 132&lt;br /&gt;
}}{{CHR|This Merit is not available for purchase until the character has been in play for six (6) months.}}&lt;br /&gt;
&lt;br /&gt;
This Merit represents a positive relationship between the changeling and the hobgoblin in question. The Hedge Beast is not a servant or slave, although it is likely to aid the character in whatever reasonable ways the Hedge Beast can in exchange for the changeling’s aid, support and protection. The hobgoblin is not likely to put itself into overly hazardous positions; safety and support are a large part of why Hedge Beasts take companions in the first place. Especially in the human world, however, people tend to ignore animals, allowing the Hedge Beast opportunity to witness or overhear many things that might otherwise be hidden from the hobgoblin’s Lost companion.&lt;br /&gt;
&lt;br /&gt;
Unlike humans, Hedge Beasts do not begin with an assumption of one point in each Attribute. An insect companion may well have a Strength of 0, while a skitterish ferret may have no composure whatsoever. A companion is built according to the following guidelines; Hedge Beasts more powerful than these assuredly exist, but are not in need of changeling protectors, and therefore do not seek out such relationships.&lt;br /&gt;
&lt;br /&gt;
* • Attributes 15 points total, Skills 18 points total, Merits up to five points, two dots of Contracts, Wyrd 1 &lt;br /&gt;
* •• Attributes 18 points total, Skills 21 points total, Merits up to seven points, four points of Contracts, Wyrd 2 &lt;br /&gt;
* ••• Attributes 21 points total, Skills 24 points total, Merits up to nine points, six points of Contracts, Wyrd 3&lt;br /&gt;
&lt;br /&gt;
It should be remembered that unique and exotic Hedge Beasts may be more difficult to explain to the mundane world. Cats and dogs are seen as common companions, and can even be registered as service animals to facilitate their presence in public places. Rats and other rodentia, birds, lizards or snakes may elicit a bit more attention, but are still likely to pass with- out too much problem. Insects, fish and horses may be a bit more difficult to explain, while animals seen as dangerous (wolves, big cats or bears) or endangered (Tasmanian devils, lemurs or many birds of prey) may not only draw huge amounts of atten- tion but the wrath of the human authorities as well. Likewise, horses and other “beasts of burden” as well as large animals of other sorts may be difficult for an urban changeling to house. Since the Hedge Beast is entering into the companion relation- ship predominantly for protection and sanctuary, boarding the creature away from the changeling, or having it remain within the Hedge for the majority of the time is dissatisfactory treatment. Changeling characters who lose their companions through neglect, abuse or disrespect, or those whose companions are killed receive no refund of their Merit points. Depending on the circumstances and whether the situation was their fault or simply bad fortune, characters may or may not have earned enough respect amongst other Hedge Beasts to encourage another to seek out their companionship. If so, the characters do not need to pay again for their new companions, but this circumstance is at the judgment of the Storyteller.&lt;br /&gt;
&lt;br /&gt;
Changelings and companions can enter into pledge bonds that will strengthen and define their relationship. This is not implied by the Merit; any pledge bonds can be formed in the usual fashion.&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and ST run NPCs.}}&lt;br /&gt;
&lt;br /&gt;
{{links|Hedge}}{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Hedge_Beast_Companion</id>
		<title>Hedge Beast Companion</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Hedge_Beast_Companion"/>
				<updated>2016-02-28T18:28:15Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=1|Level2=2|Level3=3&lt;br /&gt;
|Type=Changeling&lt;br /&gt;
|Prerequisite=&lt;br /&gt;
|Source=Autumn Nightmares&lt;br /&gt;
|Pages=p. 132&lt;br /&gt;
}}{{CHR|This Merit is not available for purchase until the character has been in play for six (6) months.}}&lt;br /&gt;
&lt;br /&gt;
This Merit represents a positive relationship between the changeling and the hobgoblin in question. The Hedge Beast is not a servant or slave, although it is likely to aid the character in whatever reasonable ways the Hedge Beast can in exchange for the changeling’s aid, support and protection. The hobgoblin is not likely to put itself into overly hazardous positions; safety and support are a large part of why Hedge Beasts take companions in the first place. Especially in the human world, however, people tend to ignore animals, allowing the Hedge Beast opportunity to witness or overhear many things that might otherwise be hidden from the hobgoblin’s Lost companion.&lt;br /&gt;
&lt;br /&gt;
Unlike humans, Hedge Beasts do not begin with an assumption of one point in each Attribute. An insect companion may well have a Strength of 0, while a skitterish ferret may have no composure whatsoever. A companion is built according to the following guidelines; Hedge Beasts more powerful than these assuredly exist, but are not in need of changeling protectors, and therefore do not seek out such relationships.&lt;br /&gt;
&lt;br /&gt;
* • Attributes 15 points total, Skills 18 points total, Merits up to five points, two dots of Contracts, Wyrd 1 &lt;br /&gt;
* •• Attributes 18 points total, Skills 21 points total, Merits up to seven points, four points of Contracts, Wyrd 2 &lt;br /&gt;
* ••• Attributes 21 points total, Skills 24 points total, Merits up to nine points, six points of Contracts, Wyrd 3&lt;br /&gt;
&lt;br /&gt;
It should be remembered that unique and exotic Hedge Beasts may be more difficult to explain to the mundane world. Cats and dogs are seen as common companions, and can even be registered as service animals to facilitate their presence in public places. Rats and other rodentia, birds, lizards or snakes may elicit a bit more attention, but are still likely to pass with- out too much problem. Insects, fish and horses may be a bit more difficult to explain, while animals seen as dangerous (wolves, big cats or bears) or endangered (Tasmanian devils, lemurs or many birds of prey) may not only draw huge amounts of atten- tion but the wrath of the human authorities as well. Likewise, horses and other “beasts of burden” as well as large animals of other sorts may be difficult for an urban changeling to house. Since the Hedge Beast is entering into the companion relation- ship predominantly for protection and sanctuary, boarding the creature away from the changeling, or having it remain within the Hedge for the majority of the time is dissatisfactory treatment. Changeling characters who lose their companions through neglect, abuse or disrespect, or those whose companions are killed receive no refund of their Merit points. Depending on the circumstances and whether the situation was their fault or simply bad fortune, characters may or may not have earned enough respect amongst other Hedge Beasts to encourage another to seek out their companionship. If so, the characters do not need to pay again for their new companions, but this circumstance is at the judgment of the Storyteller.&lt;br /&gt;
&lt;br /&gt;
Changelings and companions can enter into pledge bonds that will strengthen and define their relationship. This is not implied by the Merit; any pledge bonds can be formed in the usual fashion.&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and ST run NPCs.}}.&lt;br /&gt;
&lt;br /&gt;
{{links|Hedge}}{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Changeling_House_Rules</id>
		<title>Changeling House Rules</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Changeling_House_Rules"/>
				<updated>2016-02-28T18:08:15Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|ctl}}{{TOC right}}&lt;br /&gt;
This serves as a compiled list of active rules for Changeling the Lost, and Changeling players venturing into other threads. These rules are a product of conversations between the STs and moderators, and a consideration of player suggestions.&lt;br /&gt;
&lt;br /&gt;
These rules are a work in progress as we continually try to ensure that the game is fun for everyone, and play between different Splats is facilitated.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* The [[Rules|Site Rules]] supersede Changeling-specific rules.&lt;br /&gt;
* '''Character Creation''':  Please see [[Character Creation for Changeling]].  It is also suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
* [[Willpower]]: Recovery rules&lt;br /&gt;
* '''Posting''': If a character goes 30 days without a post or without a public living room post by the player indicating a delay in posting time, the character will be marked Inactive.&lt;br /&gt;
* '''Inactivity''': Inactive characters may be reactivated if their players wrote them out of the threads they were in by themselves. If an ST has to remove your character from active scenes, then he or she will be considered Abandoned and you will probably not get the character back.&lt;br /&gt;
* '''Backgrounds''': We have some established backgrounds for other cities. If your character is going to be from one of them please check the following for what is established as cannon: {{#ask: [[Category:Cities]] [[Parent::Freehold]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signatures==&lt;br /&gt;
When your character enters a thread, please include your Seeming, Kith and Mantle effect, if you have one. Everyone should include these traits in their signature, along with a high Presence rating and any Merits that might be noticeable, such as Court Goodwill, Fame, Giant, or Striking Looks. In addition, I will need you to post what Contracts and Pledges you have active, and you should also keep a running tally of injuries and spent Glamour or Willpower.&lt;br /&gt;
&lt;br /&gt;
It is required that you keep all active pledges (including the Freehold Oath) in either your signature or your minisheet. If you have an active pledge and it is not found in either of these places, you forfeit the benefit of this pledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glamour==&lt;br /&gt;
{{:Glamour}}&lt;br /&gt;
&lt;br /&gt;
==Clarity==&lt;br /&gt;
Obvious displays of Magic in Front of witnesses is NOT a Clarity 6 Breaking Point if the witnesses possess a template AND the Changeling knows this. It is just as damaging to the Changeling's hold on reality if he thinks the witness is mortal and he/she is not.&lt;br /&gt;
&lt;br /&gt;
Developing a Derangement for ANY length of time whatsoever calls for a Clarity 3 Breaking Point. This does not apply to any derangement gained through failed degeneration rolls.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! Not all Breaking Points are caused by the changeling. The actions of OTHERS can erode YOUR sanity. Beware.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
The following [[Kiths]] have [[Changeling]] House Rules: {{#ask: [[Kith of::+]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
The following [[Skills]] have [[Changeling]] House Rules: [[Occult Skill]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
'''Clarification:''' While RAW does not explicitly indicate whether certain Contracts require Line of Sight or for the user to be in sensory range of the target, here in the Edge of Darkness, we require that a character using a Contract on someone must have Line of Sight of their target in order to successfully use a Contract on them.&lt;br /&gt;
&lt;br /&gt;
The following [[Contracts]] have [[Changeling]] House Rules:  {{#ask: [[Category:Changeling House Rules]] [[Contract::+]]}}&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
* '''House Ruled [[Merits]]:'''  {{#ask:  [[Category:Changeling House Rules]] [[Source::!House Rule]]}}&lt;br /&gt;
* '''Custom [[Changeling]] [[Merits]]:'''  {{#ask:  [[Source::House Rule]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pledges==&lt;br /&gt;
===Mechanics===&lt;br /&gt;
The Lost possess the ability to forge various supernatural agreements, even if they do not understand the actual forces at work behind them. The power to bind oneself to another with these strands of Fate is a function of one's Wyrd. In practice, a character will spend a point of Willpower and verbally state the terms of the pledge IC. Once it is accepted by the other party, the player should copy their post in the '''Current Pledges''' thread of the '''Freehold''' subforum along with a ''mention'' tag for the relevant ST. The Wyrd(with the assistance of the ST) will determine the actual mechanics behind the pledge, which will be added to the player's post. Players should feel free to request specific values from the ST for their pledges and are encouraged to take advantage of commonly known pledges such as those those found in CtL(185-190) and RoS(43-44). However, please keep in mind that pledges should be used to make connections and keep a story moving forward, not to simply give a character &amp;quot;freebies&amp;quot;. Good storytelling when making use of pledges will definitely be taken into account when the ST... I mean, the Wyrd is determining results.&lt;br /&gt;
&lt;br /&gt;
Note: When two or more changelings are bound together by a Pledge, they are aware of the connection and can always sense if the agreement is being honored or betrayed. Therefore, all changelings who have sworn the Freehold Oath will feel the strands of Fate that bind them to each other and will consequently notice if and when that bond is absent.&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and ST run NPCs.}}&lt;br /&gt;
&lt;br /&gt;
===Ensorcellment===&lt;br /&gt;
Ensorcellment only works on mortals. This specifically excludes any member of another venue with a supernatural template.&lt;br /&gt;
&lt;br /&gt;
The Glamour Invested into the Ensorcelled is taken out of the Changeling's maximum Glamour. So if someone at Wyrd 1 subjects someone to Ensorcellment, their new maximum Glamour is 9.&lt;br /&gt;
&lt;br /&gt;
PLEASE note that offering Ensorcellment to a mortal without permission will most probably be deemed a Freehold Oath violation. Mortal characters that go blab about Changeling stuff are going to bring down the wrath of all the changelings that don't really want any vampires hunting them or mages that want to use them as guides to Arcadia. Working Forbiddances against sharing the secret into the Pledge is an extremely good idea even for those not bound to the Freehold Oath.&lt;br /&gt;
&lt;br /&gt;
===Adroitness===&lt;br /&gt;
Changelings may increase the boon of Lesser Adroitness to share this +1 bonus with rolls involving a second skill at the Medial level and even a third skill with Greater Adroitness. This benefit does not stack with itself, so no skill may ever gain more than a maximum +1 bonus from any cumulative or multiple boons of adroitness from any and all pledges.&lt;br /&gt;
&lt;br /&gt;
===Blessings===&lt;br /&gt;
Any merit that is wholly mundane can be granted, except Social Merits such as Allies, Contacts, Resources, and Status. With ST approval, one of these restricted Merits may be gained by a pledge for the duration of one specific scene, however this would be an unusual exception.&lt;br /&gt;
&lt;br /&gt;
===New Boon: Pishogue===&lt;br /&gt;
Some changelings prefer to provide assistance with their own power. Such pledgesmiths use the pishogue boon, allowing them to weave the powers of their Contracts into the pledge. Such powers lie dormant within those in the pledge, like the Sword in the Stone, waiting to be drawn forth in a time of need. The Contract is activated as the pledge is sealed, requiring a minimum expenditure of one point of Glamour. As long as the pledge remains unbroken, the boon may be invoked only once, and at that time, the Contract's benefit envelops the subject. Only Contracts which affect a target may be woven into this boon and that target is always the oathsworn.&lt;br /&gt;
&lt;br /&gt;
• Lesser: A lesser pishogue is a one- to two-dot Contract. These are minor charms and enhancements, granting the changeling a helping hand. (–1).&lt;br /&gt;
&lt;br /&gt;
• Medial: A medial pishogue involves the activation of a three- or four-dot Contract. Alternately, weaving two activations of a lesser pishogue into one sanction is considered a medial pishogue; the two activations must be paid for separately, at a minimum of one point of Glamour apiece. (–2).&lt;br /&gt;
&lt;br /&gt;
• Greater: A greater pishogue bestows wondrous powers upon the oathtaker, typically that of a five-dot Contract. Alternately, weaving multiple activations of lesser pishogues into one whole may result in a greater pishogue: three lesser pishogues, a lesser and a medial pishogue or two medial pishogues are the equivalent of a greater pishogue. (–3).&lt;br /&gt;
&lt;br /&gt;
Note: Changelings fond of granting the Boon of a Pishogue often include an equally powerful Pishogue as a Sanction to punish any oathbreakers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
You may take an Entitlement upon character creation if it is fitting to the back story and suits the character from the Core Changeling book.  However, if one is not taken then, we ask that you wait at least 6 months of play to becoming situated with your character.  With this, you may write two glimpses (one per month), or show us how it has come to play in scenes with your character.  You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;br /&gt;
&lt;br /&gt;
(Example:  Mack The Knife is always asking for money when someone asks for a favor in nearly every scene.  He would qualify for The Guild of Goldspinners.) &lt;br /&gt;
&lt;br /&gt;
The following [[Entitlements]] have been [[House Rules|House-Ruled]]:&lt;br /&gt;
* {{#ask: [[Category:Entitlements]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dream Shaping==&lt;br /&gt;
&lt;br /&gt;
All Changelings are able to manipulate dreams in one of three ways. They may create a completely original dream by using the second clause of the Contracts of Dream, Forging the Dream. For access to a wider variety of more nuanced forms of dream shaping, a sleeping Changeling may enter a dream and use his understanding of the dreaming mind to manipulate it with Oneiromancy. In extreme situations, a knowledgable Changeling may even use the tangled paths of the Skein to travel from dream to dream.&lt;br /&gt;
&lt;br /&gt;
===Forging the Dream===&lt;br /&gt;
'''Contract of Dream •• : '''''“The character may edit the sleeper’s dreams and dictate their content, with the sole exception of depicting the sleeper’s death.”''&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], p.126&amp;lt;/ref&amp;gt; This Contract allows a Changeling to insert a dream into the psyche of a sleeper and then watch as it unfolds in the subject's mind. The number of successes rolled to invoke this clause determines the Intensity of the dream, and the Changeling may even attempt to Harvest Glamour from the dreamer's emotional response to it. Although this clause allows Changelings to craft dreams with the same effects as those that have been Dreamscaped, the contents are wholly dictated by the Changelings creating them, making it impossible to use Dream Riding techniques. In addition, the Contract ends as soon as the Changeling stops manipulating the events of the dream, severing the connection to the dreamer's psyche. Changelings are not asleep during the use of this Contract, and may choose to end it at any time as an instant action. However, if they are distracted or disturbed by anything outside of the dream, they must succeed on a reflexive [[Pool::Resolve]] + Composure roll to avoid ending it prematurely. Changelings must use Oneiromachy to gain control of the dream if they are not the only ones attempting to manipulate it(including the subject, if they are using this clause on a lucid dreamer, such as another Changeling).&lt;br /&gt;
&lt;br /&gt;
===Oneiromancy===&lt;br /&gt;
Dream manipulation through oneiromancy will follow the rules as written of the [[Changeling The Lost Sourcebook]]&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], pps.193-201&amp;lt;/ref&amp;gt;. The only exception is that recipients of Sleep Teaching do not gain an experience point if the Oneiromancer rolls an exceptional success for the Intensity of the dream. However, Sleep Teaching Glimpses will still earn the author extra experience at XP Report time.&lt;br /&gt;
&lt;br /&gt;
===The Skein===&lt;br /&gt;
Traveling the Skein requires one of three techniques as described in [[Dancers in the Dusk]]&amp;lt;ref&amp;gt;[[Dancers in the Dusk]], pps.15-18&amp;lt;/ref&amp;gt;: casting an Oneiroscope, dreamscaping the first gate, or hiring an Incubus guide. Casting an Oneiroscope requires an Oneiroscopy Occult skill specialty and if successful lets you determine when a suitable first gate can be found in the subject's dreams that will eventually lead to the desired destination dream. A suitable gate can also be Dreamscaped, however this action always causes the dreamer to experience a nightmare afterwards. Finally, an Incubus can be hired at the Goblin Market, allowing a Changeling to swiftly reach the destination dream without the need for any rolls. Regardless of which method is chosen, Skeinwalking is always a significant dream journey and should not be attempted lightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;br /&gt;
[[Category:Changeling House Rules]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Pledge</id>
		<title>Pledge</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Pledge"/>
				<updated>2016-02-28T18:07:59Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Glossary&lt;br /&gt;
|Venue=Changeling&lt;br /&gt;
}}&lt;br /&gt;
The word-bond carries tremendous weight among the fairies, and even the renegade changelings understand the importance of one’s pledge. An oath is never given lightly, a promise never casually made, for who knows when the Wyrd may entangle those words, tying them to the speaker’s destiny?&lt;br /&gt;
&lt;br /&gt;
Unlike the highly formalized Contracts of the fae, pledges are simple agreements made between two or more parties. The precise terms, tasks and boons for adhering to the agreement and penalties for failing to do so are outlined when the pact is made, and the changeling invests a tiny bit of his Wyrd into the agreement. The terms of the pledge can be veiled in casual language, thus binding an unsuspecting participant if the changeling is sufficiently crafty. The wording of pledges can represent both open and formal vows as well as binding promises veiled in more casual language. Whether these pledges are between the members of a motley, the oath of vassal to liege, the pledge that ensorcells a mortal or grants a changeling access to the dreams of another, pledges define the relationship not simply among the Lost, but between an individual changeling and the rest of the world. Skilled and artistic pledge-craft is well respected among the fae, and other changelings looking for a bit of advice in the creation of oaths may approach those who demonstrate acumen in the art.&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and ST run NPCs.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Changeling_House_Rules#Pledges|Changeling House Rules &amp;gt; Pledges]]&lt;br /&gt;
* [[Pledgesmith]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{links|Changeling}}{{footer|ctl}}[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Pledge</id>
		<title>Pledge</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Pledge"/>
				<updated>2016-02-28T17:06:47Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Glossary&lt;br /&gt;
|Venue=Changeling&lt;br /&gt;
}}&lt;br /&gt;
The word-bond carries tremendous weight among the fairies, and even the renegade changelings understand the importance of one’s pledge. An oath is never given lightly, a promise never casually made, for who knows when the Wyrd may entangle those words, tying them to the speaker’s destiny?&lt;br /&gt;
&lt;br /&gt;
Unlike the highly formalized Contracts of the fae, pledges are simple agreements made between two or more parties. The precise terms, tasks and boons for adhering to the agreement and penalties for failing to do so are outlined when the pact is made, and the changeling invests a tiny bit of his Wyrd into the agreement. The terms of the pledge can be veiled in casual language, thus binding an unsuspecting participant if the changeling is sufficiently crafty. The wording of pledges can represent both open and formal vows as well as binding promises veiled in more casual language. Whether these pledges are between the members of a motley, the oath of vassal to liege, the pledge that ensorcells a mortal or grants a changeling access to the dreams of another, pledges define the relationship not simply among the Lost, but between an individual changeling and the rest of the world. Skilled and artistic pledge-craft is well respected among the fae, and other changelings looking for a bit of advice in the creation of oaths may approach those who demonstrate acumen in the art.&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and NPCs.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Changeling_House_Rules#Pledges|Changeling House Rules &amp;gt; Pledges]]&lt;br /&gt;
* [[Pledgesmith]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{links|Changeling}}{{footer|ctl}}[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Changeling_House_Rules</id>
		<title>Changeling House Rules</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Changeling_House_Rules"/>
				<updated>2016-02-28T17:06:42Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|ctl}}{{TOC right}}&lt;br /&gt;
This serves as a compiled list of active rules for Changeling the Lost, and Changeling players venturing into other threads. These rules are a product of conversations between the STs and moderators, and a consideration of player suggestions.&lt;br /&gt;
&lt;br /&gt;
These rules are a work in progress as we continually try to ensure that the game is fun for everyone, and play between different Splats is facilitated.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* The [[Rules|Site Rules]] supersede Changeling-specific rules.&lt;br /&gt;
* '''Character Creation''':  Please see [[Character Creation for Changeling]].  It is also suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
* [[Willpower]]: Recovery rules&lt;br /&gt;
* '''Posting''': If a character goes 30 days without a post or without a public living room post by the player indicating a delay in posting time, the character will be marked Inactive.&lt;br /&gt;
* '''Inactivity''': Inactive characters may be reactivated if their players wrote them out of the threads they were in by themselves. If an ST has to remove your character from active scenes, then he or she will be considered Abandoned and you will probably not get the character back.&lt;br /&gt;
* '''Backgrounds''': We have some established backgrounds for other cities. If your character is going to be from one of them please check the following for what is established as cannon: {{#ask: [[Category:Cities]] [[Parent::Freehold]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signatures==&lt;br /&gt;
When your character enters a thread, please include your Seeming, Kith and Mantle effect, if you have one. Everyone should include these traits in their signature, along with a high Presence rating and any Merits that might be noticeable, such as Court Goodwill, Fame, Giant, or Striking Looks. In addition, I will need you to post what Contracts and Pledges you have active, and you should also keep a running tally of injuries and spent Glamour or Willpower.&lt;br /&gt;
&lt;br /&gt;
It is required that you keep all active pledges (including the Freehold Oath) in either your signature or your minisheet. If you have an active pledge and it is not found in either of these places, you forfeit the benefit of this pledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glamour==&lt;br /&gt;
{{:Glamour}}&lt;br /&gt;
&lt;br /&gt;
==Clarity==&lt;br /&gt;
Obvious displays of Magic in Front of witnesses is NOT a Clarity 6 Breaking Point if the witnesses possess a template AND the Changeling knows this. It is just as damaging to the Changeling's hold on reality if he thinks the witness is mortal and he/she is not.&lt;br /&gt;
&lt;br /&gt;
Developing a Derangement for ANY length of time whatsoever calls for a Clarity 3 Breaking Point. This does not apply to any derangement gained through failed degeneration rolls.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! Not all Breaking Points are caused by the changeling. The actions of OTHERS can erode YOUR sanity. Beware.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
The following [[Kiths]] have [[Changeling]] House Rules: {{#ask: [[Kith of::+]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
The following [[Skills]] have [[Changeling]] House Rules: [[Occult Skill]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
'''Clarification:''' While RAW does not explicitly indicate whether certain Contracts require Line of Sight or for the user to be in sensory range of the target, here in the Edge of Darkness, we require that a character using a Contract on someone must have Line of Sight of their target in order to successfully use a Contract on them.&lt;br /&gt;
&lt;br /&gt;
The following [[Contracts]] have [[Changeling]] House Rules:  {{#ask: [[Category:Changeling House Rules]] [[Contract::+]]}}&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
* '''House Ruled [[Merits]]:'''  {{#ask:  [[Category:Changeling House Rules]] [[Source::!House Rule]]}}&lt;br /&gt;
* '''Custom [[Changeling]] [[Merits]]:'''  {{#ask:  [[Source::House Rule]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pledges==&lt;br /&gt;
===Mechanics===&lt;br /&gt;
The Lost possess the ability to forge various supernatural agreements, even if they do not understand the actual forces at work behind them. The power to bind oneself to another with these strands of Fate is a function of one's Wyrd. In practice, a character will spend a point of Willpower and verbally state the terms of the pledge IC. Once it is accepted by the other party, the player should copy their post in the '''Current Pledges''' thread of the '''Freehold''' subforum along with a ''mention'' tag for the relevant ST. The Wyrd(with the assistance of the ST) will determine the actual mechanics behind the pledge, which will be added to the player's post. Players should feel free to request specific values from the ST for their pledges and are encouraged to take advantage of commonly known pledges such as those those found in CtL(185-190) and RoS(43-44). However, please keep in mind that pledges should be used to make connections and keep a story moving forward, not to simply give a character &amp;quot;freebies&amp;quot;. Good storytelling when making use of pledges will definitely be taken into account when the ST... I mean, the Wyrd is determining results.&lt;br /&gt;
&lt;br /&gt;
Note: When two or more changelings are bound together by a Pledge, they are aware of the connection and can always sense if the agreement is being honored or betrayed. Therefore, all changelings who have sworn the Freehold Oath will feel the strands of Fate that bind them to each other and will consequently notice if and when that bond is absent.&lt;br /&gt;
&lt;br /&gt;
{{HR|Pledges can only be made between PCs and NPCs.}}&lt;br /&gt;
&lt;br /&gt;
===Ensorcellment===&lt;br /&gt;
Ensorcellment only works on mortals. This specifically excludes any member of another venue with a supernatural template.&lt;br /&gt;
&lt;br /&gt;
The Glamour Invested into the Ensorcelled is taken out of the Changeling's maximum Glamour. So if someone at Wyrd 1 subjects someone to Ensorcellment, their new maximum Glamour is 9.&lt;br /&gt;
&lt;br /&gt;
PLEASE note that offering Ensorcellment to a mortal without permission will most probably be deemed a Freehold Oath violation. Mortal characters that go blab about Changeling stuff are going to bring down the wrath of all the changelings that don't really want any vampires hunting them or mages that want to use them as guides to Arcadia. Working Forbiddances against sharing the secret into the Pledge is an extremely good idea even for those not bound to the Freehold Oath.&lt;br /&gt;
&lt;br /&gt;
===Adroitness===&lt;br /&gt;
Changelings may increase the boon of Lesser Adroitness to share this +1 bonus with rolls involving a second skill at the Medial level and even a third skill with Greater Adroitness. This benefit does not stack with itself, so no skill may ever gain more than a maximum +1 bonus from any cumulative or multiple boons of adroitness from any and all pledges.&lt;br /&gt;
&lt;br /&gt;
===Blessings===&lt;br /&gt;
Any merit that is wholly mundane can be granted, except Social Merits such as Allies, Contacts, Resources, and Status. With ST approval, one of these restricted Merits may be gained by a pledge for the duration of one specific scene, however this would be an unusual exception.&lt;br /&gt;
&lt;br /&gt;
===New Boon: Pishogue===&lt;br /&gt;
Some changelings prefer to provide assistance with their own power. Such pledgesmiths use the pishogue boon, allowing them to weave the powers of their Contracts into the pledge. Such powers lie dormant within those in the pledge, like the Sword in the Stone, waiting to be drawn forth in a time of need. The Contract is activated as the pledge is sealed, requiring a minimum expenditure of one point of Glamour. As long as the pledge remains unbroken, the boon may be invoked only once, and at that time, the Contract's benefit envelops the subject. Only Contracts which affect a target may be woven into this boon and that target is always the oathsworn.&lt;br /&gt;
&lt;br /&gt;
• Lesser: A lesser pishogue is a one- to two-dot Contract. These are minor charms and enhancements, granting the changeling a helping hand. (–1).&lt;br /&gt;
&lt;br /&gt;
• Medial: A medial pishogue involves the activation of a three- or four-dot Contract. Alternately, weaving two activations of a lesser pishogue into one sanction is considered a medial pishogue; the two activations must be paid for separately, at a minimum of one point of Glamour apiece. (–2).&lt;br /&gt;
&lt;br /&gt;
• Greater: A greater pishogue bestows wondrous powers upon the oathtaker, typically that of a five-dot Contract. Alternately, weaving multiple activations of lesser pishogues into one whole may result in a greater pishogue: three lesser pishogues, a lesser and a medial pishogue or two medial pishogues are the equivalent of a greater pishogue. (–3).&lt;br /&gt;
&lt;br /&gt;
Note: Changelings fond of granting the Boon of a Pishogue often include an equally powerful Pishogue as a Sanction to punish any oathbreakers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
You may take an Entitlement upon character creation if it is fitting to the back story and suits the character from the Core Changeling book.  However, if one is not taken then, we ask that you wait at least 6 months of play to becoming situated with your character.  With this, you may write two glimpses (one per month), or show us how it has come to play in scenes with your character.  You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;br /&gt;
&lt;br /&gt;
(Example:  Mack The Knife is always asking for money when someone asks for a favor in nearly every scene.  He would qualify for The Guild of Goldspinners.) &lt;br /&gt;
&lt;br /&gt;
The following [[Entitlements]] have been [[House Rules|House-Ruled]]:&lt;br /&gt;
* {{#ask: [[Category:Entitlements]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dream Shaping==&lt;br /&gt;
&lt;br /&gt;
All Changelings are able to manipulate dreams in one of three ways. They may create a completely original dream by using the second clause of the Contracts of Dream, Forging the Dream. For access to a wider variety of more nuanced forms of dream shaping, a sleeping Changeling may enter a dream and use his understanding of the dreaming mind to manipulate it with Oneiromancy. In extreme situations, a knowledgable Changeling may even use the tangled paths of the Skein to travel from dream to dream.&lt;br /&gt;
&lt;br /&gt;
===Forging the Dream===&lt;br /&gt;
'''Contract of Dream •• : '''''“The character may edit the sleeper’s dreams and dictate their content, with the sole exception of depicting the sleeper’s death.”''&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], p.126&amp;lt;/ref&amp;gt; This Contract allows a Changeling to insert a dream into the psyche of a sleeper and then watch as it unfolds in the subject's mind. The number of successes rolled to invoke this clause determines the Intensity of the dream, and the Changeling may even attempt to Harvest Glamour from the dreamer's emotional response to it. Although this clause allows Changelings to craft dreams with the same effects as those that have been Dreamscaped, the contents are wholly dictated by the Changelings creating them, making it impossible to use Dream Riding techniques. In addition, the Contract ends as soon as the Changeling stops manipulating the events of the dream, severing the connection to the dreamer's psyche. Changelings are not asleep during the use of this Contract, and may choose to end it at any time as an instant action. However, if they are distracted or disturbed by anything outside of the dream, they must succeed on a reflexive [[Pool::Resolve]] + Composure roll to avoid ending it prematurely. Changelings must use Oneiromachy to gain control of the dream if they are not the only ones attempting to manipulate it(including the subject, if they are using this clause on a lucid dreamer, such as another Changeling).&lt;br /&gt;
&lt;br /&gt;
===Oneiromancy===&lt;br /&gt;
Dream manipulation through oneiromancy will follow the rules as written of the [[Changeling The Lost Sourcebook]]&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], pps.193-201&amp;lt;/ref&amp;gt;. The only exception is that recipients of Sleep Teaching do not gain an experience point if the Oneiromancer rolls an exceptional success for the Intensity of the dream. However, Sleep Teaching Glimpses will still earn the author extra experience at XP Report time.&lt;br /&gt;
&lt;br /&gt;
===The Skein===&lt;br /&gt;
Traveling the Skein requires one of three techniques as described in [[Dancers in the Dusk]]&amp;lt;ref&amp;gt;[[Dancers in the Dusk]], pps.15-18&amp;lt;/ref&amp;gt;: casting an Oneiroscope, dreamscaping the first gate, or hiring an Incubus guide. Casting an Oneiroscope requires an Oneiroscopy Occult skill specialty and if successful lets you determine when a suitable first gate can be found in the subject's dreams that will eventually lead to the desired destination dream. A suitable gate can also be Dreamscaped, however this action always causes the dreamer to experience a nightmare afterwards. Finally, an Incubus can be hired at the Goblin Market, allowing a Changeling to swiftly reach the destination dream without the need for any rolls. Regardless of which method is chosen, Skeinwalking is always a significant dream journey and should not be attempted lightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;br /&gt;
[[Category:Changeling House Rules]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Hedge_Beast_Companion</id>
		<title>Hedge Beast Companion</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Hedge_Beast_Companion"/>
				<updated>2016-02-10T04:13:58Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Merit&lt;br /&gt;
|Level1=1|Level2=2|Level3=3&lt;br /&gt;
|Type=Changeling&lt;br /&gt;
|Prerequisite=&lt;br /&gt;
|Source=Autumn Nightmares&lt;br /&gt;
|Pages=p. 132&lt;br /&gt;
}}{{CHR|This Merit is not available for purchase until the character has been in play for six (6) months.}}&lt;br /&gt;
&lt;br /&gt;
This Merit represents a positive relationship between the changeling and the hobgoblin in question. The Hedge Beast is not a servant or slave, although it is likely to aid the character in whatever reasonable ways the Hedge Beast can in exchange for the changeling’s aid, support and protection. The hobgoblin is not likely to put itself into overly hazardous positions; safety and support are a large part of why Hedge Beasts take companions in the first place. Especially in the human world, however, people tend to ignore animals, allowing the Hedge Beast opportunity to witness or overhear many things that might otherwise be hidden from the hobgoblin’s Lost companion.&lt;br /&gt;
&lt;br /&gt;
Unlike humans, Hedge Beasts do not begin with an assumption of one point in each Attribute. An insect companion may well have a Strength of 0, while a skitterish ferret may have no composure whatsoever. A companion is built according to the following guidelines; Hedge Beasts more powerful than these assuredly exist, but are not in need of changeling protectors, and therefore do not seek out such relationships.&lt;br /&gt;
&lt;br /&gt;
* • Attributes 15 points total, Skills 18 points total, Merits up to five points, two dots of Contracts, Wyrd 1 &lt;br /&gt;
* •• Attributes 18 points total, Skills 21 points total, Merits up to seven points, four points of Contracts, Wyrd 2 &lt;br /&gt;
* ••• Attributes 21 points total, Skills 24 points total, Merits up to nine points, six points of Contracts, Wyrd 3&lt;br /&gt;
&lt;br /&gt;
It should be remembered that unique and exotic Hedge Beasts may be more difficult to explain to the mundane world. Cats and dogs are seen as common companions, and can even be registered as service animals to facilitate their presence in public places. Rats and other rodentia, birds, lizards or snakes may elicit a bit more attention, but are still likely to pass with- out too much problem. Insects, fish and horses may be a bit more difficult to explain, while animals seen as dangerous (wolves, big cats or bears) or endangered (Tasmanian devils, lemurs or many birds of prey) may not only draw huge amounts of atten- tion but the wrath of the human authorities as well. Likewise, horses and other “beasts of burden” as well as large animals of other sorts may be difficult for an urban changeling to house. Since the Hedge Beast is entering into the companion relation- ship predominantly for protection and sanctuary, boarding the creature away from the changeling, or having it remain within the Hedge for the majority of the time is dissatisfactory treatment. Changeling characters who lose their companions through neglect, abuse or disrespect, or those whose companions are killed receive no refund of their Merit points. Depending on the circumstances and whether the situation was their fault or simply bad fortune, characters may or may not have earned enough respect amongst other Hedge Beasts to encourage another to seek out their companionship. If so, the characters do not need to pay again for their new companions, but this circumstance is at the judgment of the Storyteller.&lt;br /&gt;
&lt;br /&gt;
Changelings and companions can enter into pledge bonds that will strengthen and define their relationship. This is not implied by the Merit; any pledge bonds can be formed in the usual fashion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{links|Hedge}}{{characteristics}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Rick_Pereg</id>
		<title>Rick Pereg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Rick_Pereg"/>
				<updated>2016-02-07T17:44:53Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2009/08/07&lt;br /&gt;
|Status=Inactive&lt;br /&gt;
|Character Name=Rick Pereg&lt;br /&gt;
|Freehold Status=3&lt;br /&gt;
|Freehold Titles=Magistrate&lt;br /&gt;
|Player Name=Lesingnon&lt;br /&gt;
|Court=Autumn&lt;br /&gt;
|Mantle=5&lt;br /&gt;
|Autumn Titles=Ranger&lt;br /&gt;
|Seeming=Elemental&lt;br /&gt;
|Kith=Airtouched&lt;br /&gt;
|Presence=2&lt;br /&gt;
|Presence Description=Observant&lt;br /&gt;
|DualKith=Cleareyes&lt;br /&gt;
|Appearance=Self-Assured&lt;br /&gt;
|Avatar=Milo Ventimiglia&lt;br /&gt;
|pic2=No&lt;br /&gt;
|Mienpic=No&lt;br /&gt;
|Position=Autumn's Ranger&lt;br /&gt;
|Portrait=Rick Pereg.jpg&lt;br /&gt;
|Notes=Former [[Former Position::Legate of Mists]] of [[Autumn]]&amp;lt;br /&amp;gt; Former [[Former Position::Sovereign]] of [[Autumn]]&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===Mask===&lt;br /&gt;
Rick stands at five feet ten inches tall, with a lean build that speaks more to an excessive amount of time spent in rugged environs than any exercise regimen.  His hair is short and brown, seemingly perpetually tousled by the wind.  And then there’s the way he carries himself.  Every action seems to be deliberate, seldom a motion wasted.  He seems to exude confidence even when he doesn’t feel it and always seems to be completely sure of himself, presenting an unflappable front to the world at large.&lt;br /&gt;
&lt;br /&gt;
He dresses fairly simply, avoiding clothes that seem too expensive or cheap.  He tends to favor a casual button-down shirt worn over a plain cotton tee.  An ensemble usually completed with jeans and tennis shoes.&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
In his mien Rick’s height and build remain the same.  His skin, however, changes to the clear blue of an autumn sky.  His eyes are the roiling gray of storm clouds, ringed with gold; very similar to those of a peregrine falcon.  His hair is noticeably different too.  In fact, hair is a bit of a misnomer, it’s composed of long feathers composed of a seemingly solidified mist the same dark gray of a storm cloud.  They give way to longer feathers that adorn his his shoulders and upper back; and smaller feathers of the same substance cover his lower shins and forearms.  Small, golden thorns protrude from the feathers as well.  They appear and disappear from beneath the plumage in a slow, snaking pattern.  The feathers taper off at his wrists and ankles, giving way to hands and feet whose grayish color is similar to that of his feathers; with fingers and toes tipped with vestigial talons.&lt;br /&gt;
&lt;br /&gt;
===Mantle===&lt;br /&gt;
Rick’s mantle consists of autumn storm winds that swirl perpetually around him; bearing the subtle scents of nuts, fallen leaves, ripened apples, and other scents of the season.  Russet and golden leaves ride the winds, steadily appearing and disappearing amongst flashes of lightning.  And occasionally, usually when he's feeling particularly emotional, there may be a transient spurt of hail or cold rain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Changeling Character}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Malcolm_Green</id>
		<title>Malcolm Green</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Malcolm_Green"/>
				<updated>2016-01-16T20:11:13Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2012/10/20&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Malcolm Green&lt;br /&gt;
|Freehold Status=3&lt;br /&gt;
|Freehold Titles=Constable&lt;br /&gt;
|Player Name=Yumyumcrow&lt;br /&gt;
|Court=Winter&lt;br /&gt;
|Mantle=4&lt;br /&gt;
|Winter Titles=Lord of the Inhospitable Chamber&lt;br /&gt;
|Seeming=Elemental&lt;br /&gt;
|Kith=Earthbones&lt;br /&gt;
|Presence=3&lt;br /&gt;
|Presence Description=Imposing Man-Mountain&lt;br /&gt;
|Avatar=Billy Crudup&lt;br /&gt;
|Quote=Keep your eyes to the horizon.  Always the horizon.&lt;br /&gt;
|pic2=Yes&lt;br /&gt;
|Scene1=Summer Rage&lt;br /&gt;
|Scene2=Hollow Hunting&lt;br /&gt;
|Scene3=Four Seasons&lt;br /&gt;
|Scene4=Winter Coro&lt;br /&gt;
|Mienpic=No&lt;br /&gt;
|Position=Courtier&lt;br /&gt;
}}&lt;br /&gt;
===PRE ABDUCTION LIFE===&lt;br /&gt;
Malcolm Green came from a large family of &amp;quot;trouble makers&amp;quot;. They were not trailer trash nor gangsters per se, but they did have the fingers in many illicit pies. Green was the second of three sons and he grew up in his elder brothers shadow. Not particularly bright he fell into the &amp;quot;troublesome&amp;quot; outsider trope through school because he refused to fit into any group or clique, and as he was not (yet) athletically gifted, he could not become a jock. In his later teens an uncle discovered the troubled youth had a knack for masonry and managed to obtain an apprenticeship. Ultimately, the apprenticeship paved the way for his abduction, but at the time it was his hope for a brighter future.&lt;br /&gt;
&lt;br /&gt;
His one success in life, apart from the apprenticeship, was his high school sweetheart, Joanne. Their romance blossomed once they had graduated. Despite her parents wishes, they were married. With his apprenticeship complete, a wife and a child on the way, life looked like it was going someplace sweet for the simple, brooding, craftsman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ABDUCTION AND DURANCE===&lt;br /&gt;
Malcolm Green's abduction was swift. He received a commission from an out-of-town company for some celebratory stone work - the task was a test of sorts and he passed. He was invited to meet the buyer with the promise of more work... and when he did, the Goblin Marketeer revealed their true nature. Malcolm Green was enslaved and sold to the True Fae known as the Dweller in Stone.&lt;br /&gt;
&lt;br /&gt;
Green spent his Durance - an eon - warped and stretched as the living skin of the Dweller's house. Twisted by tectonic and elemental forces, he was reformed as an entire mountain range with his face pointing to the Sea that Wept, continually scarred by the Laughing Hurricane. His body became as granite, forming the bones of the mountains that bore his name. Dwarves followed his veins of gold, silver and gems. He shook in entrapped rage and the tremors levelled entire cities. Eventually a race of mountain-men built a temple on his brow because they saw the face of a god -his face- in the rock. They prayed to him directly, and not his Fae overlord, and for the first time in an eternity, he heard a name that he owned. Roused at last, he broke free of his prison, his gigantic rocky body and sought passage back home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===THE RETURN HOME?===&lt;br /&gt;
His passage back through the Hedge was easier than he had hoped; for some reason, the Hobs seemed to view him as an Avatar of the mountain god, child of the Dweller in Stone. The closer he got to the mortal realm, the wild and garbled this legendary became. By the time he escaped the hedge, he had found a party of dwarves who claimed to that he was the Dweller in Stone. It was a disturbing thought. In his more cerebral moments (it doesn't happen a lot) Green wonders if the Dweller in Stone has somehow perished.&lt;br /&gt;
&lt;br /&gt;
In any case he returned home, where the true horror began. First, he quickly found he was no longer the man he had been: his durance had seen him stretched into a stocky, powerful and clumsy giant. Second, he discovered that he had been gone well over ten years; in that time his son had grew up and his marriage had failed - because of him! His wife was now in a blossoming romance with a younger man whom his son respected.&lt;br /&gt;
&lt;br /&gt;
He had turned out to be a dissolute man-child unable to hold any responsibilities. Driven out by both his own family, and his wife's (something to do with a prank, drugs, and sending down his elder brother), this other him - this fetch had headed west. His rage burned hot but then died. He could not right those wrongs - none of his kin, let alone his son, recognised him. He had endured and survived, but it was all for nothing because he had no home to go to. &lt;br /&gt;
&lt;br /&gt;
He roamed, angry and disconsolate. When his rage dimmed to a nihilistic red hot vein of molten metal, he had his first encounter with other Changelings. His despair, sorrow, and hopelessness saw him admission to the Winter Court (his mantle helped, a relic of the cold airs that circulated about his gargantuan mountain body). With the Court's help, he gained a semblance of a reason to live - his life was gone, but he could make his fetch pay. With a temporary job assisting bounty hunters, he was able to track (albeit slowly) his fetch - first to Vegas (where the fetch got in with the wrong people and bad debts) and later in California (where the fetch has wound up in the Sacramento area).  Green followed in his fetch's footsteps and settled in Sacramento.  His first act on making contact with other Lost was to join the Freehold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===SERVICE TO THE FREEHOLD===&lt;br /&gt;
The Freehold of Sacramento had a profound effect on Green.  For the first time he found some semblance of peace among his own kind: the moody loner became a gruff, private, member of the Freehold.  At last he had something other than vengeance to occupy his time as he turned his attentions to watching the Freehold for trouble; he found it in a supposedly haunted house and in moving on a troublesome weaver of dreams who left chaos and confusion in their wake.&lt;br /&gt;
&lt;br /&gt;
His constant vigilance have seen him rise in his Court but he missed out on a seat at the newly formed Council that oversees the Freehold.&lt;br /&gt;
&lt;br /&gt;
Recently, he formed a Pledged Motley with Nathan Griffin and Milo Chernobog.&lt;br /&gt;
&lt;br /&gt;
===A HIDDEN LIFE, CONNECTED===&lt;br /&gt;
Green might live a simple, quiet life, but it doesn't mean he isn't without friends...&lt;br /&gt;
&lt;br /&gt;
* {{Has Merit|Allies|1|Sphere=Clubs}}: He's an avid drinker...&lt;br /&gt;
* {{Has Merit|Allies|1|Sphere=Emergency Services}}: He knows a few people.  Where they drink and who to talk to...&lt;br /&gt;
* {{Has Merit|Allies|1|Sphere=Medical}}: He can get a few handy man jobs when he's not building things...&lt;br /&gt;
* {{Has Merit|Allies|2|Sphere=Public Works}}: He works in construction and knows people... who know where the secret places are hidden&lt;br /&gt;
* {{Has Merit|Allies|3|Sphere=Unions}}: Green is a Unionist.  He probably thinks the bosses ARE the Fae in disguise&lt;br /&gt;
&lt;br /&gt;
{{Changeling Character}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Terri_Nutkins</id>
		<title>Terri Nutkins</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Terri_Nutkins"/>
				<updated>2016-01-03T00:18:14Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2009/06/25&lt;br /&gt;
|Status=Inactive&lt;br /&gt;
|Departed=2015/11/20&lt;br /&gt;
|Character Name=Terri Nutkins&lt;br /&gt;
|Freehold Status=0&lt;br /&gt;
|Player Name=Forn Clakes&lt;br /&gt;
|Court=Autumn&lt;br /&gt;
|Mantle=5&lt;br /&gt;
|Autumn Titles=Courtier&lt;br /&gt;
|Seeming=Beast&lt;br /&gt;
|Kith=Steepscrambler&lt;br /&gt;
|Presence=4&lt;br /&gt;
|Presence Description=Friendly&lt;br /&gt;
|DualKith=Truefriend&lt;br /&gt;
|Appearance={{Has Merit|Striking Looks|2}} (Petite &amp;amp; Cute)&lt;br /&gt;
|Avatar=Nicola Roberts&lt;br /&gt;
|Entitlement=Bishopric Of Blackbirds&lt;br /&gt;
|pic2=Yes&lt;br /&gt;
|Position=Autumn's Legate of Mists&lt;br /&gt;
|Portrait=Terri Nutkins.jpg&lt;br /&gt;
}}&lt;br /&gt;
{{Award Milford|icon_nr=0}} {{Award Dreams|icon_nr=1}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Terri Nutkins is a [[Seemings#Beast|Beast]] of the Steepscrambler Kith with the fae mien of a red squirrel.  She is the former Dread Queen of the [[Autumn|Leaden Mirror]], having assumed the position after her [[Rick Pereg|husband]] left the Freehold on business.&lt;br /&gt;
&lt;br /&gt;
The changeling that was once called Lois Greene was born and raised in the city of Sacramento, a personal trainer and fitness fanatic with a feisty attitude.  Known for her hard classes and attitude of looking down on her clients that whined at breaking into a sweat, it was late one night that Lois had an argument with her boss, leaving in a huff.  Walking home through McKinley Park, she stumbled through a gate and became lost in the Briars.  That was until she saw a small bonsai tree in the distance.  Walking and walking, the tree getting no higher but instead she grew smaller with each step and in one blink of the eye, the bonsai stood before her and was miles and miles in height with her at the base in a dark, gloomy swamp and the lair of the Wyrm that Gnaws the Soul, one of the True Fae.&lt;br /&gt;
&lt;br /&gt;
Lois was used as a messenger to leap up and up the World Tree from branch to branch while avoiding the enemies of the Wyrm, especially the Eagle of the Sky, her own Keeper's rival at the pinnacle of the realm.  Eventually however, Lois grew to love her Keeper's rival and found a way out of Arcadia thorough the Eagle's wing.  She tore through the Hedge, finding bits of her own soul enroute, and stumbled back into Sacramento.  Heading for her work place, she found that she had been replaced by a fetch who was blonde where she had been turned red due to her Durance.  Taking the name Terri Nutkins, the Beast kept away from her fetch, afraid.  It was this fear that lead to the Court of Autumn.&lt;br /&gt;
&lt;br /&gt;
Thanks to her experience as a fitness instructor and personal trainer, Terri was made the Court's Twilit Page, a title she relished.  After spending many months away from the freehold, she returned when the mad Lost, Jacob Greenteeth killed his fetch's family and was involved in the battle with Greenteeth and a summoned water element within an apartment alongside [[Sam Barkley]] and Rick Pereg.  When Greenteeth escaped leaving Barkley in a terrible state, Rick and Terri found help from Kyle Franesco who healed the Wizened.  Not long after, the Autumn Court took control and Jacob Greenteeth was made the target of the Ash Run, while Rick and Terri began a relationship together, their first date being within the rose garden of McKinley Park, a place that still holds much love for the Beast.&lt;br /&gt;
&lt;br /&gt;
Since then, Terri has aided the freehold however she can but of late, she has grown tired of being a personal instructor, and the thought of constantly bumping into her fetch.  With a love of fashion, she has recently purchased the office space of Felice Investigations with the intention of converting it into a unisex fashion boutique. [[Rose Garden|Treetop Fashions]], as Terri has named her store, has survived its first year and allowed Terri to slowly reap the benefits of her own business. &lt;br /&gt;
&lt;br /&gt;
When Rick was finally named as Autumn Sovereign following [[HAL]]'s banishment from Sacramento, he named Terri as his Legate of Mists whilst she still held the title of Twilit Page, these twin duties given the single title of Harvest Envoy, a fitting role for the Steepscrambler.&lt;br /&gt;
&lt;br /&gt;
On the 24th day of September 2011, Terri and Rick swore an eternal heartsworn oath at a wedding ceremony in the Rose Garden of McKinley Park before their friends within the freehold. However, before the next Autumn Coronation, Rick informed Terri he was leaving the freehold on 'business', not informing her of the details of his departure, and at the Coronation itself, felt their Heartsworn Oath suddenly vanish. Initially fearing he had cheated on her, later she heard rumours that he had died somehow.&lt;br /&gt;
&lt;br /&gt;
Terri participated in the assault on Baron Fairweather's Dream Bastion.  When Mr. Bates and Spartan awoke immediately afterwards, she had vanished. &lt;br /&gt;
&lt;br /&gt;
As it turns out, Terri had escaped the destruction of the Four Seasons, having been saved by Mr.Bates who opened one of the hotel's emergency Hedge Gates, pushing her through before the fires raged around them both, sacrificing himself to his queen. Alone in the Hedge, scarred both physically and mentally, Terri was captured by privateers, loathsome Changelings who profited from the lives of others. She was taken to the Fleshmarket and sold to none other than Salome, the owner of the vile goblin market. Angered at the destruction caused to her market by the dragon, Fairweather, Salome blamed Terri as a high-ranking representative of the Sacramento Freehold. As a way to be free once more, Terri agreed to a powerful pledge, where she had to bring Salome Fairweather's tongue, binding herself with a portion of her Wyrd. &lt;br /&gt;
&lt;br /&gt;
Able to travel from the Fleshmarket a free soul once more (kinda), Terri returned to her home, only to discover her estranged husband, Rick, not as dead as she thought. Shocked, it took some time to be able to act civilly with him again but soon enough, the magic of their love was still enough to bring them back together. Aiming to help the Freehold, Terri established herself once more with old friends and new acquaintances, all with the agenda of once again wearing the Autumn Crown.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Terri's Mask is that of a petite redhead who has a smile played eternally on her lips and an athletic grace fromm years of training. Her vibrant red hair has streaks of black running throughout from a dye and thanks to her connections, Terri is always wearing something quite fashionable. Her fae mien however, shows the Beast's true visage. A furry down of orange runs over her skin and her ears extend into furry tufts with a tick bushy tail extending behind her. Finally, blackbird feathers adorn her red hair.&lt;br /&gt;
&lt;br /&gt;
== Spheres of Influence ==&lt;br /&gt;
&lt;br /&gt;
*{{Has Merit|Allies|2|Sphere=Fashion}}&lt;br /&gt;
*{{Has Merit|Status|1|Sphere=Fashion}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This goes last and put the footer on the page; all user content should go ABOVE this --&amp;gt;&lt;br /&gt;
{{Bibliography}}{{Changeling Character}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Who%27s_Who:_Changeling</id>
		<title>Who's Who: Changeling</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Who%27s_Who:_Changeling"/>
				<updated>2015-10-05T19:05:21Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__{{header|ctl}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
==The Freehold Sovereigns==&lt;br /&gt;
{{Changeling/Sovereigns&lt;br /&gt;
|Season=Autumn&lt;br /&gt;
|AutumnSov={{#ask: [[Concept:Active Changelings]] [[Autumn Titles::Sovereign]] |link=none }}&lt;br /&gt;
|SpringSov={{#ask: [[Concept:Active Changelings]] [[Spring Titles::Sovereign]] |link=none }}&lt;br /&gt;
|SummerSov={{#ask: [[Concept:Active Changelings]] [[Summer Titles::Sovereign]] |link=none }}&lt;br /&gt;
|WinterSov={{#ask: [[Concept:Active Changelings]] [[Winter Titles::Sovereign]] |link=none }}&lt;br /&gt;
}}&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Changeling/Freehold}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Freehold Status==&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; &amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; color:green; font-size: 200%;&amp;quot;&amp;gt;'''{{dot5}}'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::5]] |format = ul }}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; &amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; color:green; font-size: 200%;&amp;quot;&amp;gt;'''{{dot4}}'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::4]] |format = ul }}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; &amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; color:green; font-size: 200%;&amp;quot;&amp;gt;'''{{dot3}}'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::3]] |format = ul }}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; &amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; color:green; font-size: 200%;&amp;quot;&amp;gt;'''{{dot2}}'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::2]] |format = ul }}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; &amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; color:green; font-size: 200%;&amp;quot;&amp;gt;'''{{dot1}}'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::1]] |format = ul }}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 16%; font-size: 85%; white-space: nowrap; padding: 1px 1em 0; &amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px dimgrey solid; color:green;&amp;quot;&amp;gt;&amp;lt;font size=2&amp;gt;'''No Status'''&amp;lt;/font&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{nowrap|{{#ask: [[Concept:Active Changelings]] [[Freehold Status::0]] |format = ul }}}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Courts ([[Mantle]])==&lt;br /&gt;
&amp;lt;div class=&amp;quot;&amp;quot; style=&amp;quot;background: black; border-radius: 5px; border: 1px solid #1a1a1a;&amp;quot; &amp;gt;&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&amp;lt;tr style=&amp;quot;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 20%; padding: 1px 1em 0; white-space: nowrap; &amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px #1a1a1a solid;&amp;quot;&amp;gt;'''[[Autumn]]'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ask: [[Concept:Active Changelings]] [[Court::Autumn]] [[Mantle::+]] |?Mantle |sort=Mantle, |order=descending |format=template |template=Vampire/Status/Format}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 20%; padding: 1px 1em 0; white-space: nowrap; &amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px #1a1a1a solid;&amp;quot;&amp;gt;'''[[Spring]]'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ask: [[Concept:Active Changelings]] [[Court::Spring]] [[Mantle::+]] |?Mantle |sort=Mantle, |order=descending |format=template |template=Vampire/Status/Format}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 20%; padding: 1px 1em 0; white-space: nowrap; &amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px #1a1a1a solid;&amp;quot;&amp;gt;'''[[Summer]]'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ask: [[Concept:Active Changelings]] [[Court::Summer]] [[Mantle::+]] |?Mantle |sort=Mantle, |order=descending |format=template |template=Vampire/Status/Format}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 20%; padding: 1px 1em 0; white-space: nowrap; &amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px #1a1a1a solid;&amp;quot;&amp;gt;'''[[Winter]]'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ask: [[Concept:Active Changelings]] [[Court::Winter]] [[Mantle::+]] |?Mantle |sort=Mantle, |order=descending |format=template |template=Vampire/Status/Format}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;width: 20%; padding: 1px 1em 0; white-space: nowrap; &amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border-bottom: 1px #1a1a1a solid;&amp;quot;&amp;gt;'''Courtless'''&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#ask: [[Concept:Active Changelings]] [[Court::Courtless]] [[Mantle::+]] |?Mantle |sort=Mantle, |order=descending |format=template |template=Vampire/Status/Format}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{footer|ctl}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Toronto</id>
		<title>Toronto</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Toronto"/>
				<updated>2015-08-31T17:12:33Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: Created page with &amp;quot;{{TOC right}}   =Vampire= {{header|vtr}} ''Written by Selena''  ==Overview==  Under the ruling of Prince Nicholas Vanikough, the Domain of Toronto had once flouri...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC right}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vampire=&lt;br /&gt;
{{header|vtr}}&lt;br /&gt;
''Written by [[User:Selena|Selena]]''&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Under the ruling of Prince Nicholas Vanikough, the Domain of Toronto had once flourished.  The large Canadian city had found no need to break out into boroughs yet, for the most part, they were copacetic, or as much as Kindred could be.  &lt;br /&gt;
&lt;br /&gt;
Of course the killing of other Kindred happened, some were callous to this.  Quite frankly, it was bound to happen.  The Covenants in the city did not get along very well, and for reasons that some would never know.  They dated back many years in feuds that were hardly recalled.  &lt;br /&gt;
&lt;br /&gt;
==Pre 1950==&lt;br /&gt;
Before Nickolas gained power in the Domain, it was ruled by a Mekhet, Sophia De La Fontaine.  At this time, the Domain was predominately Ordo Dracul but as more and more came to the city, their numbers dwelled.  It was after many discussions with the immediate council of the Domain that Sophia stepped down.  Its successor hung in limbo for well over a year before ultimately it was decided the Prince should be with the unaligned.  &lt;br /&gt;
&lt;br /&gt;
==1950 to 2014==&lt;br /&gt;
What was once the peaceful city of Toronto was suddenly torn asunder.  A coup had been formed beneath Nicholas’ eyes.  His own right hand, Gavin Bechtold, a Gangrel, had ashed Nickolas during the January ‘anniversary’ formal court.  Gavin’s immediately ruling was that he wanted to hear nothing about Covenants or listen to any ‘useless drivel’ about them.  He declared himself Prince since currently no one was about to step up to him shortly after ridding the city of Nickolas.  &lt;br /&gt;
&lt;br /&gt;
Rumors spread that Gavin’s sire had been tangled in a long feud between the Circle of the Crone and the Ordo Dracul.  No one knows this information to be true, but many who had been long standing members of Toronto recall a scuffle but never saw it unfold in person.&lt;br /&gt;
&lt;br /&gt;
Gavin had banned all Covenants in Toronto, their affiliates and allies.  Many began to go underground, but his spies had been seeded within the Covenants already.  Thus, leading to countless deaths within his first six months of ruling.  &lt;br /&gt;
&lt;br /&gt;
==Present Day==&lt;br /&gt;
Not many outside the city have much knowledge of what has happened since Gavin came into power.  But some who fled or have contacts within the underground of Toronto heard that a list of the Prince’s allies were being made in hopes of rallying against him and his ruthless spies.  &lt;br /&gt;
&lt;br /&gt;
There are currently only two Primogen left that have any power over the city other than Gavin’s Deputies and appointed Reeve, Erik Johansen.  It has been said these Primogen were part of the Prince’s allies but its possible that they have found ways to remain in power or they are possibly allied with the Prince.  &lt;br /&gt;
&lt;br /&gt;
What as once a mostly peaceful Domain has now turned asunder.  Any new arrivals to the Domain are to pledge their allegiance to Prince Gavin if they want to remain.  &lt;br /&gt;
{{clear}}{{ch}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Bibliography|Parent=Consilium|Parent2=Domain|Parent3=Freehold}}{{Parent|Consilium|Domain|Freehold}}{{Geography}}[[Category:Cities]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Marcus_Evan</id>
		<title>Marcus Evan</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Marcus_Evan"/>
				<updated>2015-08-30T22:22:45Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2009/06/11&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Marcus Evan&lt;br /&gt;
|Freehold Status=3&lt;br /&gt;
|Freehold Titles=General&lt;br /&gt;
|Player Name=CyledyrWyllt&lt;br /&gt;
|Court=Summer&lt;br /&gt;
|Mantle=4&lt;br /&gt;
|Summer Titles=Hunter of the Longest Day&lt;br /&gt;
|Seeming=Elemental&lt;br /&gt;
|Kith=Metalflesh&lt;br /&gt;
|Presence=3&lt;br /&gt;
|Presence Description=Steely Eyed&lt;br /&gt;
|DualKith=Artist&lt;br /&gt;
|Avatar=Jason Statham&lt;br /&gt;
|Entitlement=Hedge Wardens&lt;br /&gt;
|pic2=Yes&lt;br /&gt;
|Position=Summer's Hunter of the Longest Day&lt;br /&gt;
|Portrait=Marcus Evan.jpg&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- This goes first and puts the background on the page; all user content should go BELOW this --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Award Milford}}&amp;lt;br&amp;gt;&lt;br /&gt;
__NOTOC__Marcus Evan is an [[Seemings#Elemental|Elemental]] of the [[Summer|Summer Court]].  He is dual-kithed, sharing the Blessings of both a [[Seemings#Elemental_Kiths|Metalflesh]] and a [[Seemings#Wizened|Wizened]] [[Seemings#Wizened_Kiths|Artist]].  Marcus' Mask manifests as a solidly-built man with a shaved head and elaborate tattoos covering his entire body(save his head, hands, and feet) in flowing swirls and arabesques. He appears to be pushing thirty, but it is unclear if he is pushing it ahead of, or behind him.&lt;br /&gt;
&lt;br /&gt;
Marcus' Mien reveals that the tattoos are actually arcane designs etched into his otherwise smooth, metal skin. His skin is highly polished and catches even the most minute sources of light, however this effect is somewhat blurred by the heat distortion which seems to follow his movements. When in motion, the seamlessly overlapping metals which compose his flesh(and their engravings) shift and change almost imperceptibly.&lt;br /&gt;
&lt;br /&gt;
The strong Summer Mantle which surrounds Marcus manifests as a furnace-like heat which rises from his metal skin and distorts the air about him with a hazy shimmering effect. Recently, his mantle also started to manifest the occasional sounds of a distant crowd roaring in reflection of his current mood.&lt;br /&gt;
&lt;br /&gt;
== Biography ==&lt;br /&gt;
&lt;br /&gt;
===Before: Mortal Life===&lt;br /&gt;
&lt;br /&gt;
William &amp;quot;Liam&amp;quot; Bessemer was an English exchange student at Sacramento State.  While Liam was perceptive and intelligent, he was also rather spoiled and lazy, spending most of his time drinking and socializing when he should have been studying.  Playing rugby and beer pong were more important to him than attending lectures.  By the end of his first year, his childish habits caught up with him.  Despondent over his impending expulsion, he wandered into the overgrown, riverside edge of the campus.  It was here that he was found by The Shining Lady and foolishly accepted her offer of comfort and escape.&lt;br /&gt;
&lt;br /&gt;
===During: Arcadian Durance===&lt;br /&gt;
&lt;br /&gt;
After having his heart torn out by The Shining Lady, and his flesh and spirit lacerated by the Thorns, Liam found himself at work in one of the many forges in Her realm.  The Shining Lady of Perfection inspired him to work tirelessly.  As his limbs weakened and failed him, he crafted new, stronger ones to replace them.  Once he had completely reforged his flesh from metal, She renamed him, calling him Her Great Work.  After years of creating wonderous impossibilities, Liam, now Marcus, eventually reclaimed his still-beating heart from the hearth, where it had served as fuel for the forge's fire during his captivity.  His mortal memories returned, he fled into the Hedge, fearing the awful perfection of His Lady.&lt;br /&gt;
&lt;br /&gt;
===After: Beyond the Hedge===&lt;br /&gt;
&lt;br /&gt;
Liam returned to Sacramento to find that, while he had aged a decade, only 366 days had passed since his abduction.  An imposter had taken over his life, and was living it better than he had.  Not only had his Fetch convinced the University to allow him to make up his incomplete work, but he was now on the Dean's List.  The one brief phone conversation he had with his parents had convinced him that they had never been prouder of him, and had expected him to fail.  He decided to leave &amp;quot;William Bessemer&amp;quot; alone and began his new life as Marcus Evan.  Using his new, Arcadian gifts, he had gotten by with odd jobs until recently managing to build a reputation as a local craftsman. He can often be found at his retail stall in [[Quicksilver Gate]] when he is not devoting his time to either his duties as a Hedge Warden or his responsibilities as the Summer Court's Hunter of the Longest Day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This goes last and put the footer on the page; all user content should go ABOVE this --&amp;gt;&lt;br /&gt;
{{Changeling Character}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Rick_Pereg</id>
		<title>Rick Pereg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Rick_Pereg"/>
				<updated>2015-08-30T22:20:09Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2009/08/07&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Rick Pereg&lt;br /&gt;
|Freehold Status=3&lt;br /&gt;
|Freehold Titles=Magistrate&lt;br /&gt;
|Player Name=Lesingnon&lt;br /&gt;
|Court=Autumn&lt;br /&gt;
|Mantle=5&lt;br /&gt;
|Autumn Titles=Ranger&lt;br /&gt;
|Seeming=Elemental&lt;br /&gt;
|Kith=Airtouched&lt;br /&gt;
|Presence=2&lt;br /&gt;
|Presence Description=Observant&lt;br /&gt;
|DualKith=Cleareyes&lt;br /&gt;
|Appearance=Self-Assured&lt;br /&gt;
|Avatar=Milo Ventimiglia&lt;br /&gt;
|pic2=No&lt;br /&gt;
|Mienpic=No&lt;br /&gt;
|Position=Autumn's Ranger&lt;br /&gt;
|Portrait=Rick Pereg.jpg&lt;br /&gt;
|Notes=Former [[Former Position::Legate of Mists]] of [[Autumn]]&amp;lt;br /&amp;gt; Former [[Former Position::Sovereign]] of [[Autumn]]&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
===Mask===&lt;br /&gt;
Rick stands at five feet ten inches tall, with a lean build that speaks more to an excessive amount of time spent in rugged environs than any exercise regimen.  His hair is short and brown, seemingly perpetually tousled by the wind.  And then there’s the way he carries himself.  Every action seems to be deliberate, seldom a motion wasted.  He seems to exude confidence even when he doesn’t feel it and always seems to be completely sure of himself, presenting an unflappable front to the world at large.&lt;br /&gt;
&lt;br /&gt;
He dresses fairly simply, avoiding clothes that seem too expensive or cheap.  He tends to favor a casual button-down shirt worn over a plain cotton tee.  An ensemble usually completed with jeans and tennis shoes.&lt;br /&gt;
&lt;br /&gt;
===Mien===&lt;br /&gt;
In his mien Rick’s height and build remain the same.  His skin, however, changes to the clear blue of an autumn sky.  His eyes are the roiling gray of storm clouds, ringed with gold; very similar to those of a peregrine falcon.  His hair is noticeably different too.  In fact, hair is a bit of a misnomer, it’s composed of long feathers composed of a seemingly solidified mist the same dark gray of a storm cloud.  They give way to longer feathers that adorn his his shoulders and upper back; and smaller feathers of the same substance cover his lower shins and forearms.  Small, golden thorns protrude from the feathers as well.  They appear and disappear from beneath the plumage in a slow, snaking pattern.  The feathers taper off at his wrists and ankles, giving way to hands and feet whose grayish color is similar to that of his feathers; with fingers and toes tipped with vestigial talons.&lt;br /&gt;
&lt;br /&gt;
===Mantle===&lt;br /&gt;
Rick’s mantle consists of autumn storm winds that swirl perpetually around him; bearing the subtle scents of nuts, fallen leaves, ripened apples, and other scents of the season.  Russet and golden leaves ride the winds, steadily appearing and disappearing amongst flashes of lightning.  And occasionally, usually when he's feeling particularly emotional, there may be a transient spurt of hail or cold rain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Changeling Character}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Lynn_Mills</id>
		<title>Lynn Mills</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Lynn_Mills"/>
				<updated>2015-08-30T21:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character&lt;br /&gt;
|Inception=2014/05/11&lt;br /&gt;
|Status=Active&lt;br /&gt;
|Character Name=Lynn Mills&lt;br /&gt;
|Freehold Status=2&lt;br /&gt;
|Freehold Titles=Steward&lt;br /&gt;
|Player Name=Trickster&lt;br /&gt;
|Court=Spring&lt;br /&gt;
|Mantle=2&lt;br /&gt;
|Spring Titles=Sylvan Emissary&lt;br /&gt;
|Seeming=Darkling&lt;br /&gt;
|Kith=Nightsinger&lt;br /&gt;
|Presence=2&lt;br /&gt;
|DualKith=Minstrel&lt;br /&gt;
|Appearance=Light brown skin with auburn hair, hazel eyes and a willowy build. She's quiet, and when sitting still could easily become part of the background.&lt;br /&gt;
|Quote=My dearest wish was granted. I'll regret it for the rest of my life.&lt;br /&gt;
|pic2=No&lt;br /&gt;
|Mienpic=No&lt;br /&gt;
|Position=Courtier&lt;br /&gt;
}}&lt;br /&gt;
Born Lynn Johnston in a tiny backwater town at the foot of the Rocky Mountains in Utah, she was graced with an uncanny skill with the fiddle; with people driving from all the nearby towns to hear her play at the festivals. There were many young men who wanted to catch her eye, but she only ever had time for Jason Mills, who sang with a voice that could rival her skills with the fiddle. They were a bold couple, she with sun kissed skin and warm auburn hair and he with hair as dark as night and pale white skin. They loved each other fiercely, but their families had forbidden them to marry. They were just as hard headed as their parents, running away in the dead of night, headed to California in the hopes of finding a new life.&lt;br /&gt;
&lt;br /&gt;
They were scrapping by, with Lynn busking on the street corners to pay for food while Jason looked for work. Then one day a woman came to Lynn while she played, listening with a frightening intensity. She was dressed in an unusual fashion, stylish, but out of date, as if she was wearing her grandmother’s cloths. She seemed, washed out somehow.&lt;br /&gt;
“You’re good my dear; so very good. Have you ever wanted to be a professional?”&lt;br /&gt;
Lynn smiled and shook her head. “No, thank you ma’am. I just play for the joy of it most of the time; the busking is just till my fiancé and I find our feet.” The woman smiled at that, a thin smile with a sort of edge that Lynn couldn’t identify.&lt;br /&gt;
“Well my dear, I’m in need of someone with your skills. I have a, retreat not to far from here. If you were to come play for me for the next, say year or so? I could make sure that you never had to worry about money again and you and your fiancé could always be together.” A giggle escaped her. “Let’s make it a year and a day. That’s what they did in the old tales, after all. And I do so love traditions.”&lt;br /&gt;
Lynn cleared her throat and started to pack away her fiddle. “Thanks for the offer ma’am, but it’s not the sort of thing that I would feel comfortable doing.” She swung the case to her shoulder, starting to edge away. The woman stepped closer, far closer than was comfortable.&lt;br /&gt;
“Ah my dear. I understand. Take my card and think about it, you may decide that it’s something that you want to do after all.” She pressed a small square a stiff paper into Lynn’s hand.&lt;br /&gt;
&lt;br /&gt;
Later that night, Lynn pushed open the door to the tiny apartment that they had managed to rent. She had just opened her mouth to Jason about her day when she noticed the way he slumped into his chair, staring despairingly at a newspaper in his hands. “What’s wrong, love?” Lynn brushed a kiss over his hair and sat down next to him, wrapping her arms around him. Jason turned and smiled sadly, wrapping his arms around her and burying his face in her hair for a moment before leaning back. “There’s no jobs that I can get, love. I’ve tried everything, they either never call me back or I never hear from them again. Even the ones that seem really glad to see me, turn me down eventually. I’ve tried everything. I can’t find anything.” Lynn bit her lip, feeling the small paper square tucked in her pocket.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“My dear, I’m so glad you decided that you could come and play for me.” The pale woman, grinned, her teeth seeming to be unusually white and sharp. “Here, this will be your uniform,” she gestured to a gown of pale silk, “And you can set up just over there.” She waved her hand to a corner of the room. Lynn set her shoulders and nodded, following one of the silent staff off to another room to dress. She reappeared again several minutes later, to see the woman, who had never really introduced herself. She held out a wineglass full of some pale wine, smiling. Her teeth seemed even sharper than before, but Lynn fought down her shudders and accepted the wine, telling herself that she would be gone at the end of the night. If Jason agreed that it was dangerous, she’d never be back. She took the glass and sipped, and the world . . . went . . . . strange. It was as if she was in a never ending dream, playing endlessly. She never seemed to tire and the fiddle she played never went out of tune. It was a strange fiddle, pale wood and silver strings, that had been presented to her some time during her dreaming. The crowds that she played for would have frightened her, if fear hadn’t been denied to her in her current state.&lt;br /&gt;
&lt;br /&gt;
Finally she woke, coming back to herself with a sharp lurch. The White Lady stood before her, and there was no hiding the strangeness to her any longer. “My dear, you have fulfilled your end of the bargain.” She gestured and they were outside, standing near a road. “You have played for a year and a day in my court and you shall never want for money again.” Lynn looked around, feeling a spark of panic for the first time. “Where is Jason? He said he’d be waiting for me.” The White Lady laughed, cruelly. “Why child, look to your hand! For he’s been with you the entire time!” Lynn looked down at the fiddle and saw for the first time that it was carved of bone, with a portrait of Jason carved upon it. She saw, and she screamed; for a very long time. She tried to bury it in the forest. She tried to send it away. But the White Lady spoke truly. She could not be parted from her love; or what remained of him.&lt;br /&gt;
&lt;br /&gt;
Now she was walking the roads of the new time that she found herself in, for while but a day had passed in her endless dreaming, twenty years had passed in the world outside. She had found that she now possessed ‘credit cards’ that allowed her to purchase whatever she wished, although she didn’t want much. She had made her way to the city of Sacramento, California and was looking around for others like herself. She had had enough of walking the roads alone and wanted to find a community of some sort. Her family wouldn’t know her if she tried to go home; she found out later that they thought her dead. And she supposed that the girl that they knew was gone, she changed her name to Mills, to honor her dead love. Lynn Mills was the face she showed the world now and she would wander no longer.&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}}{{Changeling Character}}&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Changeling_House_Rules</id>
		<title>Changeling House Rules</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Changeling_House_Rules"/>
				<updated>2015-08-11T23:53:40Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{header|ctl}}{{TOC right}}&lt;br /&gt;
This serves as a compiled list of active rules for Changeling the Lost, and Changeling players venturing into other threads. These rules are a product of conversations between the STs and moderators, and a consideration of player suggestions.&lt;br /&gt;
&lt;br /&gt;
These rules are a work in progress as we continually try to ensure that the game is fun for everyone, and play between different Splats is facilitated.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
* The [[Rules|Site Rules]] supersede Changeling-specific rules.&lt;br /&gt;
* '''Character Creation''':  Please see [[Character Creation for Changeling]].  It is also suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
* [[Willpower]]: Recovery rules&lt;br /&gt;
* '''Posting''': If a character goes 30 days without a post or without a public living room post by the player indicating a delay in posting time, the character will be marked Inactive.&lt;br /&gt;
* '''Inactivity''': Inactive characters may be reactivated if their players wrote them out of the threads they were in by themselves. If an ST has to remove your character from active scenes, then he or she will be considered Abandoned and you will probably not get the character back.&lt;br /&gt;
* '''Backgrounds''': We have some established backgrounds for other cities. If your character is going to be from one of them please check the following for what is established as cannon: {{#ask: [[Category:Cities]] [[Parent::Freehold]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Signatures==&lt;br /&gt;
When your character enters a thread, please include your Seeming, Kith and Mantle effect, if you have one. Everyone should include these traits in their signature, along with a high Presence rating and any Merits that might be noticeable, such as Court Goodwill, Fame, Giant, or Striking Looks. In addition, I will need you to post what Contracts and Pledges you have active, and you should also keep a running tally of injuries and spent Glamour or Willpower.&lt;br /&gt;
&lt;br /&gt;
It is required that you keep all active pledges (including the Freehold Oath) in either your signature or your minisheet. If you have an active pledge and it is not found in either of these places, you forfeit the benefit of this pledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glamour==&lt;br /&gt;
{{:Glamour}}&lt;br /&gt;
&lt;br /&gt;
==Clarity==&lt;br /&gt;
Obvious displays of Magic in Front of witnesses is NOT a Clarity 6 Breaking Point if the witnesses possess a template AND the Changeling knows this. It is just as damaging to the Changeling's hold on reality if he thinks the witness is mortal and he/she is not.&lt;br /&gt;
&lt;br /&gt;
Developing a Derangement for ANY length of time whatsoever calls for a Clarity 3 Breaking Point. This does not apply to any derangement gained through failed degeneration rolls.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! Not all Breaking Points are caused by the changeling. The actions of OTHERS can erode YOUR sanity. Beware.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
The following [[Kiths]] have [[Changeling]] House Rules: {{#ask: [[Kith of::+]] [[Category:Changeling House Rules]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
The following [[Skills]] have [[Changeling]] House Rules: [[Occult Skill]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
'''Clarification:''' While RAW does not explicitly indicate whether certain Contracts require Line of Sight or for the user to be in sensory range of the target, here in the Edge of Darkness, we require that a character using a Contract on someone must have Line of Sight of their target in order to successfully use a Contract on them.&lt;br /&gt;
&lt;br /&gt;
The following [[Contracts]] have [[Changeling]] House Rules:  {{#ask: [[Category:Changeling House Rules]] [[Contract::+]]}}&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
* '''House Ruled [[Merits]]:'''  {{#ask:  [[Category:Changeling House Rules]] [[Source::!House Rule]]}}&lt;br /&gt;
* '''Custom [[Changeling]] [[Merits]]:'''  {{#ask:  [[Source::House Rule]]}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pledges==&lt;br /&gt;
===Mechanics===&lt;br /&gt;
The Lost possess the ability to forge various supernatural agreements, even if they do not understand the actual forces at work behind them. The power to bind oneself to another with these strands of Fate is a function of one's Wyrd. In practice, a character will spend a point of Willpower and verbally state the terms of the pledge IC. Once it is accepted by the other party, the player should copy their post in the '''Current Pledges''' thread of the '''Freehold''' subforum along with a ''mention'' tag for the relevant ST. The Wyrd(with the assistance of the ST) will determine the actual mechanics behind the pledge, which will be added to the player's post. Players should feel free to request specific values from the ST for their pledges and are encouraged to take advantage of commonly known pledges such as those those found in CtL(185-190) and RoS(43-44). However, please keep in mind that pledges should be used to make connections and keep a story moving forward, not to simply give a character &amp;quot;freebies&amp;quot;. Good storytelling when making use of pledges will definitely be taken into account when the ST... I mean, the Wyrd is determining results.&lt;br /&gt;
&lt;br /&gt;
Note: When two or more changelings are bound together by a Pledge, they are aware of the connection and can always sense if the agreement is being honored or betrayed. Therefore, all changelings who have sworn the Freehold Oath will feel the strands of Fate that bind them to each other and will consequently notice if and when that bond is absent.&lt;br /&gt;
&lt;br /&gt;
===Ensorcellment===&lt;br /&gt;
Ensorcellment only works on mortals. This specifically excludes any member of another venue with a supernatural template.&lt;br /&gt;
&lt;br /&gt;
The Glamour Invested into the Ensorcelled is taken out of the Changeling's maximum Glamour. So if someone at Wyrd 1 subjects someone to Ensorcellment, their new maximum Glamour is 9.&lt;br /&gt;
&lt;br /&gt;
PLEASE note that offering Ensorcellment to a mortal without permission will most probably be deemed a Freehold Oath violation. Mortal characters that go blab about Changeling stuff are going to bring down the wrath of all the changelings that don't really want any vampires hunting them or mages that want to use them as guides to Arcadia. Working Forbiddances against sharing the secret into the Pledge is an extremely good idea even for those not bound to the Freehold Oath.&lt;br /&gt;
&lt;br /&gt;
===Adroitness===&lt;br /&gt;
Changelings may increase the boon of Lesser Adroitness to share this +1 bonus with rolls involving a second skill at the Medial level and even a third skill with Greater Adroitness. This benefit does not stack with itself, so no skill may ever gain more than a maximum +1 bonus from any cumulative or multiple boons of adroitness from any and all pledges.&lt;br /&gt;
&lt;br /&gt;
===Blessings===&lt;br /&gt;
Any merit that is wholly mundane can be granted, except Social Merits such as Allies, Contacts, Resources, and Status. With ST approval, one of these restricted Merits may be gained by a pledge for the duration of one specific scene, however this would be an unusual exception.&lt;br /&gt;
&lt;br /&gt;
===New Boon: Pishogue===&lt;br /&gt;
Some changelings prefer to provide assistance with their own power. Such pledgesmiths use the pishogue boon, allowing them to weave the powers of their Contracts into the pledge. Such powers lie dormant within those in the pledge, like the Sword in the Stone, waiting to be drawn forth in a time of need. The Contract is activated as the pledge is sealed, requiring a minimum expenditure of one point of Glamour. As long as the pledge remains unbroken, the boon may be invoked only once, and at that time, the Contract's benefit envelops the subject. Only Contracts which affect a target may be woven into this boon and that target is always the oathsworn.&lt;br /&gt;
&lt;br /&gt;
• Lesser: A lesser pishogue is a one- to two-dot Contract. These are minor charms and enhancements, granting the changeling a helping hand. (–1).&lt;br /&gt;
&lt;br /&gt;
• Medial: A medial pishogue involves the activation of a three- or four-dot Contract. Alternately, weaving two activations of a lesser pishogue into one sanction is considered a medial pishogue; the two activations must be paid for separately, at a minimum of one point of Glamour apiece. (–2).&lt;br /&gt;
&lt;br /&gt;
• Greater: A greater pishogue bestows wondrous powers upon the oathtaker, typically that of a five-dot Contract. Alternately, weaving multiple activations of lesser pishogues into one whole may result in a greater pishogue: three lesser pishogues, a lesser and a medial pishogue or two medial pishogues are the equivalent of a greater pishogue. (–3).&lt;br /&gt;
&lt;br /&gt;
Note: Changelings fond of granting the Boon of a Pishogue often include an equally powerful Pishogue as a Sanction to punish any oathbreakers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
You may take an Entitlement upon character creation if it is fitting to the back story and suits the character from the Core Changeling book.  However, if one is not taken then, we ask that you wait at least 6 months of play to becoming situated with your character.  With this, you may write two glimpses (one per month), or show us how it has come to play in scenes with your character.  You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;br /&gt;
&lt;br /&gt;
(Example:  Mack The Knife is always asking for money when someone asks for a favor in nearly every scene.  He would qualify for The Guild of Goldspinners.) &lt;br /&gt;
&lt;br /&gt;
===The Legion of the Iron Wall===&lt;br /&gt;
This Entitlement can be found on p. 146 of Swords at Dawn. The second benefit listed in the book is replaced with the following Privilege Token:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The Legionnaire's Aegis'''&lt;br /&gt;
&lt;br /&gt;
To human eyes, this Token appears as a small brooch depicting a shield of some sort. However, for those who can see the Mien, the brooch appears slightly larger than what its Mask looks, and it constantly shines with a metallic gleam of sorts. Upon activiting this Token, the Legionnaire gives 2 points of Armor to a number of targets equal to his Wyrd for the scene. These points of Armor protect against both mundane and supernatural attacks, and they stack with other sources of mundane and supernatural armor. However, the same target may not be targeted by this effect more than once per scene, and they must be within a number of yards of the user, which is equal to their Wyrd. &lt;br /&gt;
&lt;br /&gt;
''Action:'' Instant&lt;br /&gt;
&lt;br /&gt;
''Cost:'' 1 Glamour + 1 Willpower&lt;br /&gt;
&lt;br /&gt;
''Drawback:'' The first attack made against the Legionnaire receives a +2 bonus to it.&lt;br /&gt;
&lt;br /&gt;
''Catch:'' The Legionnaire must sacrifice his own Defense for the scene in order to activate the Token through its Catch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Dream Shaping==&lt;br /&gt;
&lt;br /&gt;
All Changelings are able to manipulate dreams in one of three ways. They may create a completely original dream by using the second clause of the Contracts of Dream, Forging the Dream. For access to a wider variety of more nuanced forms of dream shaping, a sleeping Changeling may enter a dream and use his understanding of the dreaming mind to manipulate it with Oneiromancy. In extreme situations, a knowledgable Changeling may even use the tangled paths of the Skein to travel from dream to dream.&lt;br /&gt;
&lt;br /&gt;
===Forging the Dream===&lt;br /&gt;
'''Contract of Dream •• : '''''“The character may edit the sleeper’s dreams and dictate their content, with the sole exception of depicting the sleeper’s death.”''&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], p.126&amp;lt;/ref&amp;gt; This Contract allows a Changeling to insert a dream into the psyche of a sleeper and then watch as it unfolds in the subject's mind. The number of successes rolled to invoke this clause determines the Intensity of the dream, and the Changeling may even attempt to Harvest Glamour from the dreamer's emotional response to it. Although this clause allows Changelings to craft dreams with the same effects as those that have been Dreamscaped, the contents are wholly dictated by the Changelings creating them, making it impossible to use Dream Riding techniques. In addition, the Contract ends as soon as the Changeling stops manipulating the events of the dream, severing the connection to the dreamer's psyche. Changelings are not asleep during the use of this Contract, and may choose to end it at any time as an instant action. However, if they are distracted or disturbed by anything outside of the dream, they must succeed on a reflexive [[Pool::Resolve]] + Composure roll to avoid ending it prematurely. Changelings must use Oneiromachy to gain control of the dream if they are not the only ones attempting to manipulate it(including the subject, if they are using this clause on a lucid dreamer, such as another Changeling).&lt;br /&gt;
&lt;br /&gt;
===Oneiromancy===&lt;br /&gt;
Dream manipulation through oneiromancy will follow the rules as written of the [[Changeling The Lost Sourcebook]]&amp;lt;ref&amp;gt;[[Changeling The Lost Sourcebook]], pps.193-201&amp;lt;/ref&amp;gt;. The only exception is that recipients of Sleep Teaching do not gain an experience point if the Oneiromancer rolls an exceptional success for the Intensity of the dream. However, Sleep Teaching Glimpses will still earn the author extra experience at XP Report time.&lt;br /&gt;
&lt;br /&gt;
===The Skein===&lt;br /&gt;
Traveling the Skein requires one of three techniques as described in [[Dancers in the Dusk]]&amp;lt;ref&amp;gt;[[Dancers in the Dusk]], pps.15-18&amp;lt;/ref&amp;gt;: casting an Oneiroscope, dreamscaping the first gate, or hiring an Incubus guide. Casting an Oneiroscope requires an Oneiroscopy Occult skill specialty and if successful lets you determine when a suitable first gate can be found in the subject's dreams that will eventually lead to the desired destination dream. A suitable gate can also be Dreamscaped, however this action always causes the dreamer to experience a nightmare afterwards. Finally, an Incubus can be hired at the Goblin Market, allowing a Changeling to swiftly reach the destination dream without the need for any rolls. Regardless of which method is chosen, Skeinwalking is always a significant dream journey and should not be attempted lightly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{footer|ctl}}&lt;br /&gt;
[[Category:Changeling House Rules]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/Character_Creation_for_Changeling</id>
		<title>Character Creation for Changeling</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/Character_Creation_for_Changeling"/>
				<updated>2015-08-11T23:52:37Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
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&lt;div&gt;&amp;lt;noinclude&amp;gt;{{header|ctl}}__NOTOC__{{Character Creation}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{Venue Status|Changeling}}&lt;br /&gt;
Please direct all questions about Changeling character creation to the Lost Storyteller(s), {{#ask: [[Storyteller::Changeling]]}}.&lt;br /&gt;
&lt;br /&gt;
* It is suggested to use the [http://nwod.org/forum/showthread.php?26302 Gentry's Workshop], or at least look through it before submitting a character.&lt;br /&gt;
&lt;br /&gt;
==Universal restrictions==&lt;br /&gt;
* Characters may begin with 30XP after applying the Changeling template. You should submit your basic(no Bonus XP) Character, and then post your Bonus XP Log to the Character Sheet that is subsequently created. '''Please do not include Bonus XP expenditures in your Character Submission'''.&lt;br /&gt;
* '''The Anachronism Flaw''' is Permanently Banned from Use. I am not allowing ANY character that has no idea how to handle money, use a phone, take public transportation, or speaks Ye Olde Englishe.&lt;br /&gt;
* '''Clarity''': Clarity may only be dropped to 5 with ST permission.&lt;br /&gt;
** Dropping in clarity ''requires'' the taking of at least one derangement.&lt;br /&gt;
* '''Courts''': Only the four Seasonal Courts may be selected at character creation. &lt;br /&gt;
* '''Supplements''': Changeling Only Merits, Tokens,  and Contracts for character creation may only be chosen from CTL Core, Winter Masques, and Rites of Spring.&lt;br /&gt;
* '''Loyalists''': No Loyalist or Privateer player characters.&lt;br /&gt;
* '''Fresh from the Hedge''': This is currently not permitted. After many attempts, it seems that FftH characters are just not a good fit in the PbP format of EoD. All characters will start play knowing the basic fundamentals of Lost existence.&lt;br /&gt;
* '''Age prior to Durance''': All characters must be at least 12 years of age prior to being taken by the Gentry.&lt;br /&gt;
** Attributes at one MUST be played correctly or will be considered Metagaming.&lt;br /&gt;
* '''Squatting''' In Sacramento before your introduction (IE. Through backstory) is not allowed.&lt;br /&gt;
** You can, however, be &amp;quot;passing through&amp;quot;&lt;br /&gt;
** ALL introductions are done In Character.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
When writing up a background for your Changeling, please include the following:&lt;br /&gt;
* Life before being taken&lt;br /&gt;
* Describe your Durance and Keeper&lt;br /&gt;
* How you escaped&lt;br /&gt;
* Life after Arcadia&lt;br /&gt;
* What you know about your Fetch.&lt;br /&gt;
&lt;br /&gt;
===Do Not Include:===&lt;br /&gt;
* Vampires&lt;br /&gt;
* Werewolves&lt;br /&gt;
* Demons&lt;br /&gt;
* Mages&lt;br /&gt;
* Geists&lt;br /&gt;
* Mummies&lt;br /&gt;
* Prometheans&lt;br /&gt;
* Any other Splat in your background&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiths==&lt;br /&gt;
In addition to the Kiths found in CTL Core, Winter Masques and Rites of Spring, the following are allowed at character creation:&lt;br /&gt;
&lt;br /&gt;
===Darkling===&lt;br /&gt;
* Lurker&lt;br /&gt;
===Beast===&lt;br /&gt;
* Riddleseeker&lt;br /&gt;
===Fairest===&lt;br /&gt;
* Romancer&lt;br /&gt;
* Larcenist&lt;br /&gt;
* Minstrel&lt;br /&gt;
* Playmate&lt;br /&gt;
===Wizened===&lt;br /&gt;
* Inventor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Contracts==&lt;br /&gt;
Put the name of the Contract, '''''DO NOT''''' put the name of the clause.&lt;br /&gt;
&lt;br /&gt;
If the Contract is not in the Changeling Core, put the book and page number where it is found.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===[[Mantle]]===&lt;br /&gt;
* Your first dot of [[mantle]] is '''FREE'''.&lt;br /&gt;
* Characters may not start with a Seasonal Court [[Mantle]] above 3.&lt;br /&gt;
&lt;br /&gt;
===[[New Identity]]===&lt;br /&gt;
* Please include the name of the new Identity in the submission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Entitlements==&lt;br /&gt;
You may take an Entitlement upon character creation if it is fitting to the back story and suits the character from the Core Changeling book.  However, if one is not taken then, we ask that you wait at least 6 months of play to becoming situated with your character.  With this, you may write two glimpses (one per month), or show us how it has come to play in scenes with your character.  You do not need a plot run by an ST to gain an entitlement, but it should make sense with your character.&lt;br /&gt;
&lt;br /&gt;
(Example:  Mack The Knife is always asking for money when someone asks for a favor in nearly every scene.  He would qualify for The Guild of Goldspinners.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links|Character Creation Rules}}{{Parent|Character Creation Rules}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;{{Help}}[[Category:Changeling House Rules]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:Vivian_York.jpg</id>
		<title>File:Vivian York.jpg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Vivian_York.jpg"/>
				<updated>2014-08-06T02:09:09Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
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		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:Cleansing.png</id>
		<title>File:Cleansing.png</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Cleansing.png"/>
				<updated>2013-01-14T20:41:22Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: uploaded a new version of &amp;amp;quot;File:Cleansing.png&amp;amp;quot;&lt;/p&gt;
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&lt;div&gt;Award for The Cleansing of Lake Berryessa&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:Dudes_of_Legend.jpg</id>
		<title>File:Dudes of Legend.jpg</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Dudes_of_Legend.jpg"/>
				<updated>2012-08-22T00:21:35Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
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		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:Award_Dreams</id>
		<title>File:Award Dreams</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Award_Dreams"/>
				<updated>2012-06-26T02:30:08Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: Created page with &amp;quot;File:Award Dreams.png&amp;quot;&lt;/p&gt;
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&lt;div&gt;[[File:Award Dreams.png]]&lt;/div&gt;</summary>
		<author><name>Selena</name></author>	</entry>

	<entry>
		<id>http://nwod.org/wiki/index.php/File:Award_Dreams.png</id>
		<title>File:Award Dreams.png</title>
		<link rel="alternate" type="text/html" href="http://nwod.org/wiki/index.php/File:Award_Dreams.png"/>
				<updated>2012-06-26T02:22:52Z</updated>
		
		<summary type="html">&lt;p&gt;Selena: &lt;/p&gt;
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		<author><name>Selena</name></author>	</entry>

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