Goblin Contracts

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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.
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)===
===Trading Luck for Fate (CtL 164)===
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*'''Exceptional Success:''' Beyond greatly reducing the penalties to ranged attacks, no further bonus is gained.
*'''Exceptional Success:''' Beyond greatly reducing the penalties to ranged attacks, no further bonus is gained.
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==••==
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===Diviner’s Madness (CtL 165)===
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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.
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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:''' Divining the past or the future of someone the changeling is in love with.
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====Roll Results====
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*'''Dramatic Failure:''' The changeling gains one of the severe derangements listed below for one day.
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*'''Failure:''' The changeling experiences no visions or madness.
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*'''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.
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*'''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained.
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Revision as of 14:36, 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.

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 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.
  • Exceptional Success: The character makes an unusually accurate guess, winning $50 at the lottery, guessing the next two turns that someone fleeing will make.


Shooter’s Bargain (CtL 164)

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.

  • Cost: 1 Glamour
  • Dice Pool: Dexterity + Wyrd
  • Action: Instant
  • Catch: The character is fighting a duel or some other combat that has been agreed upon in advance by both sides.

Roll Results

  • Dramatic Failure: The changeling pays the Contract’s price but gains no benefit.
  • Failure: The blessing fails, and the weapon is unaffected.
  • 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.
  • Exceptional Success: Beyond greatly reducing the penalties to ranged attacks, no further bonus is gained.


••

Diviner’s Madness (CtL 165)

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.

  • Cost: 1 Glamour
  • Dice Pool: Wits + Wyrd
  • Action: Instant
  • Catch: Divining the past or the future of someone the changeling is in love with.

Roll Results

  • Dramatic Failure: The changeling gains one of the severe derangements listed below for one day.
  • Failure: The changeling experiences no visions or madness.
  • 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.
  • Exceptional Success: Beyond the advantages gained by rolling multiple successes, no special bonus is gained.

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