Goblin Contracts

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(Created page with "{{header|ctl}}{{TOC right}} 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 ...")
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===Trading Luck for Fate (CtL 164)===
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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.
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*'''Cost:''' 1 [[Cost::Glamour]]
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*'''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]]
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*'''Action:''' [[Action::Instant]]
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*'''Catch:''' Using this Contract to win at gambling.
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===Roll Results===
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*'''Dramatic Failure:''' The changeling pays the Contract’s price but gains no benefit.
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*'''Failure:''' The character experiences neither good nor bad luck.
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*'''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 predictanything 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.
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*'''Exceptional Success:''' The character makes an unusually accurate guess, winning $50 at the lottery, guessing the next two turns that someone fleeing will make.
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Revision as of 14:20, 5 April 2016

Contents

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.

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Trading Luck for Fate (CtL 164)

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.

Roll Results

  • Dramatic Failure: The changeling pays the Contract’s price but gains no benefit.
  • Failure: The character experiences neither good nor bad luck.
  • 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 predictanything 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.
  • Exceptional Success: The character makes an unusually accurate guess, winning $50 at the lottery, guessing the next two turns that someone fleeing will make.


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