Goblin Contracts

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====Roll Results====
====Roll Results====
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*'''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.
*'''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.
*'''Failure:''' The Contract fails to work, and the character need pay no price.
*'''Failure:''' The Contract fails to work, and the character need pay no price.

Revision as of 14:16, 8 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.

• Dot Contracts

Trading Luck for Fate

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)

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

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)

  • 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.


•• Dot Contracts

Diviner’s Madness

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)

  • 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.

Fair Entrance

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)

  • Cost: 1 Glamour
  • Dice Pool: Larceny + Wyrd
  • Action: Instant
  • 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.

Roll Results

  • Dramatic Failure: The changeling pays the Contract’s price but gains no benefit.
  • Failure: The Contract fails to work, and the character need pay no price.
  • 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.
  • 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.

Fool’s Gold

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)

  • Cost: 1 Glamour
  • Dice Pool: Manipulation + Wyrd
  • Action: Instant
  • 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.

Roll Results

  • Dramatic Failure: The changeling fails to conceal the object behind the Mask, and cannot attempt to use this Contract again for 24 hours.
  • Failure: The changeling fails to conceal the object behind the Mask.
  • 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.
  • 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.

••• Dot Contracts

Burden of Life

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)

  • Cost: 2 Glamour
  • Dice Pool: Empathy + Wyrd
  • Action: Instant
  • Catch: The target was injured during the act of saving the character from harm.

Roll Results

  • Dramatic Failure: The changeling pays the Contract’s price but gains no benefit.
  • Failure: The changeling neither heals the target nor takes on the burden.
  • 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.

  • Exceptional Success: Regardless of severity, the target’s injuries are completely healed.

Delayed Harm

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)

  • Cost: 2 Glamour
  • Dice Pool: Dexterity + Wyrd
  • Action: Reflexive
  • Catch: The character is attacked while unarmed or otherwise not immediately able to defend herself.

Roll Results

  • 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.
  • Failure: The Contract fails to work, and the character need pay no price.
  • 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.
  • 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.

•••• Dot Contracts

••••• Dot Contracts

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