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Contracts [2E Conversions]

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  • Contracts [2E Conversions]

    One-Dot Contracts

    Bite of the Wooden Fang (•)
    • Fairest:
    The changeling may empower a number of weapons equal to his Wyrd with the Contract.
    • Grimm: The weapon's damage rating is further increased by half the changeling's Wyrd (rounded up).


    Changeling Fate (• to •••)
    Beast: On an Exceptional Success. the Beast can learn the dot ratings of his target's best and worst dice pools.
    • Elemental: The target suffers from the Cursed Condition for the duration of the scene.
    Grimm: The Grimm may apply a dice modifier to and alter the exceptional threshold of his target at the same time.


    Contract of Abjuration (o to ooooo)
    Grimm: Through their own promise with the Hedge, the Grimm can unravel the strands of the Wyrd with greater ease. He benefits from the 8-again rule when rolling for the Contract.


    Contract of Air and Darkness (o to ooooo)
    Grimm: All the world's a stage, and Grimms find it easier to weave illusions compared to other Lost. They gain an Exceptional Success at three successes instead of five.


    Mask of Superiority (• to •••)
    • Grimm:
    The Grimm's knack for assuming different roles allows her to spend 1 point of Glamour to affect a number of targets equal to her Wyrd.


    Pathfinder (•)
    • Grimm:
    The Grimm always gains the Informed Condition tied to dealing with his immediate location in the Hedge on a Success, and may apply it twice before shedding it on an Exceptional Success.


    Read Lucidity (•)
    • Grimm:
    With an Exceptional Success, the Grimm also learns the Breaking Point triggers of his target.


    The Savage Garden (• to •••••)
    Cost: 1 Glamour per dot used
    Dice Pool: None
    Action: Instant
    Hedge shaping is a craft normally reserved for those with a great amount of time, or a high connection to the Wyrd. By invoking this Contract made with the Hedge, however, a changeling can gain a greater degree of control over it.

    Once the Contract is active, the changeling adds the dots invoked to his effective Wyrd for the purpose of Hedge Sculpting. If this would raise his Wyrd above 10, all excess dots are treated as an equipment bonus for shaping the Hedge.

    Elemental: The Elemental gains an Exceptional Success in Hedge Sculpting at three successes.
    Fairest: The Fairest can treat Hedge Sculpting rolls as teamwork actions.
    Wizened: The Wizened gains the 8-again rule in Hedge Sculpting rolls.

    Catch: The changeling is attempting to sculpt an area of the Hedge within a radius of [Wyrd x2] yards of his Hollow.


    Wildwalker (• to •••)
    Cost:
    1 Glamour per target
    Dice Pool: Wits + Persuasion + Wyrd
    Action: Instant
    The changeling places herself in harmony with the natural world, so that it does not impede her efforts. Rain and winds avoid her, and thin branches move out of her way. Thus, she can operate normally even in environmental conditions that would hinder others.

    Dramatic Failure: The character suffers additional environmental penalties equal to half her Wyrd for the scene.

    Failure: The clause fails, and natural forces affect the character normally.

    Success: The changeling negates a -1 penalty caused by environmental conditions or the natural world per dot she invested in this Contract for a number of turns equal to successes rolled.

    Exceptional Success: The changeling can apply the Contract's effects to a number of targets equal to her Wyrd for each point of glamour spent.

    Beast: The Contract now lasts for a scene.
    Elemental: The changeling incites the forces of nature against an enemy, raising existing environmental penalties by 1 per dot in this Contract.

    Catch: The changeling has spent an entire day outdoors.



    Two-Dot Contracts

    Apple of Discord (••)
    Cost: 1 Glamour
    Dice Pool: Presence + Persuasion + Wyrd vs. Composure + Wyrd
    Action: Instant and Contested
    The character makes herself or an object that she is carrying into something greatly desirable to all who see it, sowing discord wherever the object of desire goes.

    Dramatic Failure: Everyone who would have been affected by the power realize that the changeling had sought to turn them against each other.

    Failure: The object of the Contract is no more desirable than it was before.

    Success: The object of the Contract becomes highly desirable to everyone who looks at it. For the duration of the scene, anyone who looks at the object of the Contract gains the Obsession Condition related to gaining possession of the object. The Contract's effects automatically end if anyone engages in behavior that would constitute a Breaking Point for the individual in order to gain possession of the object.

    Exceptional Success: The effects of the Contract last for a number of days equal to the changeling's Wyrd.

    Darkling: The Contract's effects will not automatically end if one of the affected targets engages in behavior that constitutes a Breaking Point.
    Fairest: By touching another person, the Fairest may make that target the object of the Obsession Condition.
    Grimm: By writing down an idea, the Grimm may then use this Contract to make this idea disruptive to a group discussing it, giving the participants the Obsession Condition related to proving the superiority of their own ideas.

    Catch: Someone has previously killed another person to gain ownership of the object.


    Fuddle and Fugue (••)
    Cost:
    1 Glamour per target
    Dice Pool: Manipulation + Persuasion + Wyrd vs. Resolve + Wyrd
    Action: Instant
    The changeling invokes the mists to induce a temporary confusion in their target, choking up their mind with vague and confusing thoughts.

    Dramatic Failure: The target realises that the changeling is attempting to interfere in his own thoughts.

    Failure: The target hears and sees no strange thoughts.

    Success: The changeling is able to implant into the minds of their targets a maddening sussurus of noise. This is akin to placing white static noise, which inflicts the Distracted Condition.

    Exceptional Success: The target also receives the Confused Condition.

    Elemental: The Elemental gains an Exceptional Success at three successes.
    Fairest: The Fairest can spend glamour to target a number of people equal to his Wyrd.

    Catch: The changeling is invoking the Contract in thick fog or smoke.


    Raiment of Moon and Stars (••)
    Cost: 1 Glamour
    Dice Pool: Wits + Crafts + Wyrd
    Action: Instant
    By transforming ordinary clothing into a Hedgespun raiment of impossible beauty, the changeling ensures that the wearer will be the belle of the ball.

    Dramatic Failure: The clothing created is completely inappropriate, and the changeling will be unable to remove it until the sun next rises.

    Failure: No new article of clothing is created.

    Success: The changeling transforms an ordinary set of clothing into a wondrously beautiful set of finery, seemingly composed of impossible materials such as gemstones or the sky at twilight. The outfit gives the wearer an equipment bonus equal to the changeling's Wyrd for Social rolls intending to gain or keep attention. The outfit remains until the sun next rises, at which point it reverts to tattered rags.

    Exceptional Success: The finery created is especially durable, remaining for a number of days equal to the changeling's Wyrd. Additionally, for the first night, the finery will give a single point of Armor to the wearer.

    Darkling: The Darkling may create an outfit that blends into the crowd, giving the wearer a bonus to avoid attention rather than gain it.
    Fairest: The Fairest uses the higher of her Presence or her Wyrd for the bonus granted by this Contract.
    Wizened: By spending a point of Willpower, the industrious Wizened may create one outfit for each success rolled on the Contract's activation.

    Catch: The changeling is bestowing the outfit as a gift within an unusual container that the recipient has never seen opened. The outfit persist within until it is opened, at which point its duration begins as normal.


    Thorns and Brambles (•• to ••••)
    • Elemental:
    The Elemental has no limit to the amount of Glamour gained through Leechweed. Furthermore, targets must reduce their Speed to 1 to avoid being pricked by the brambles.
    • Grimm: The brambles may spread an additional number of meters equal to the Grimm's Wyrd.


    Vainglory (•• to ••••)
    • Grimm: The character only needs three successes to score an Exceptional Success.



    Three-Dot Contracts

    Control Elements (•••)
    Wizened: The Wizened can instead spend glamour on a 1-to-1 ratio in order to summon servitors comprised of the element. These servitors are treated as Materialized Ephemeral Beings in terms of mechanics. They gain a Rank and Size rating equal to half the changeling's Wyrd (rounded up), apply his Mental Attributes as their Power, Finesse, and Resistance, and can allocate additional dots equal to his Wyrd between Attributes and Size. A Servitor also possesses Numina appropriate to its nature.


    Flickering Hours (•••)
    • Grimm:
    The Grimm only needs to spend a single Glamour point to affect himself, and two points to apply it to a group.


    Mirror Walk (ooo)
    Grimm: On a Dramatic Failure, the Grimm can spend a point of Glamour to open a one-way portal into the Hedge.
    Elemental: The Elemental can spend Glamour in place of Willpower to bring others through a portal.
    Fairest: A Fairest may spend an extra point of Glamour to keep the portal open for a number of extra turns equal to her Wyrd on a success. This point is refunded on an Exceptional Success.


    Opening The Black Gate (•••)
    Cost: 1 Glamour + 1 Willpower
    Dice Pool: Intelligence + Occult + Wyrd
    Action: Instant
    There is a barrier between the living and the dead, which can only be crossed at great risk. This clause creates a doorway between the mortal world and the Underworld. This passage can also be created in the Hedge or Arcadia, but doing so is quite likely to draw attention as if the changeling had dropped her Mask.

    Dramatic Failure: Not only does the changeling fail to make a passage, but the energy rages out of control. Nearby gateways into the Hedge open up and Huntsmen are alerted as if the changeling had dropped her Mask.

    Failure: No passage is created.

    Success: A passage, the size of a normal door, is created between the land of the dead and the world of the living for a number of hours equal to the changeling's Wyrd. When the time is up, the door shuts forever, and those on the wrong side of it will be trapped unless they find, or make, another exit.

    The changeling has no mystical control over who uses this door; she can only control access in the usual fashion, by guarding it, locking it, bricking it up, etc.

    Exceptional Success: The passage lasts until the next sunrise. During this time, the dead and living can cross over in this location for as long as the location remains intact.

    • Darkling: The Darkling gains an Exceptional Success at three successes.
    • Ogre: The Ogre may ward the passage against intruders. Mortals are prevented from using it, and those with a Supernatural Advantage must roll it in a Clash of Wills to gain access.

    Catch: The Contract is invoked to open an existing Avernian Gate.

    Ban: If the Contract is performed within the Hedge, all failures are treated as dramatic failures.


    Riddle-Kith (•••)
    • Grimm:
    The Grimm needs only three successes to score an Exceptional Success.


    Skinmask (•••)
    • Grimm:
    The Grimm needs only three successes to score an Exceptional Success.


    Temporary Lucidity (•••)
    • Grimm:
    Everything has its role to play, and one who adheres to it does not waver in his perceptions. The target gains +2 dice on any breaking point rolls made in the pursuit of his Mask or Mien.



    Four-Dot Contracts

    Armored Clarity (••••)
    • Grimm:
    So long as her actions are made in accordance to her role, a Grimm only rolls for a breaking point on the least loss–inducing action taken



    Five-Dot Contracts

    Become The Primal Foundation (•••••) 2E by GibberingEloquence
    Cost: 4 Glamour + 1 willpower
    Dice Pool: Manipulation + Survival + Wyrd
    Action: Reflexive
    The changeling literally becomes a living manifestation of the Contract’s associated element. The transformation takes only a few seconds to perform, and any clothing and small objects close to his skin, such as phones or wallets, blend into the elemental form.

    Dramatic Failure: The character suffers lethal damage equal to half his Wyrd round up.

    Failure: The character fails to transform into the element.

    Success: The character becomes a living embodiment of her element, and retains all her Mental and Social traits.

    For solid elements, add half her Wyrd round up as General Armor, and bonus dots to Strength and Stamina. Her Brawl and Weaponry attacks deal half her Wyrd round up in lethal damage with Armor Piercing at the same rating. This is considered supernatural damage, so it will be lethal even against targets that would normally downgrade it, and pierce magical protections.

    For formless elements, add half her Wyrd round up to Wits and Dexterity and apply her Defense against Firearms. She may direct blasts of her element with a Dexterity + Athletics roll, which inflicts lethal damage. The short range is Wyrd x 10 yards, medium is Wyrd x 20 and long is Wyrd x 40. She downgrades all mundane damage from lethal to bashing, and bashing into nothing. She reflexively heals lethal or bashing damage dealt by mundane attacks at a rate of Wyrd/2 round up every turn.

    In both cases, the bonus to Attributes may take them above the normal limit imposed by Wyrd and increases derived traits. Being hit with a cold iron weapon requires the character to roll Resolve + Composure - damage received. Failure ends the Contract, which cannot be reactivated for a full day.

    Exceptional Success: Treat your Wyrd as two dots higher to calculate the benefits, to a maximum of ten. The Contract also lasts until the next sunrise or sunset (whichever comes first). During this, you may switch between your normal and elemental forms reflexively at no cost.

    Elemental: When assuming a solid elemental form, she may spend a point of Glamour to reduce her damage bonus to zero and inflict aggravated damage instead. This bypasses all Durability and non-supernatural Armor. When assuming a formless element, she Dodges reflexively, multiplies her Speed by 1 + half her Wyrd, and may spend Glamour to ignore Defense when directing blasts on a 1-to-1 basis.
    Fairest: All onlookers must roll Resolve + Composure – the character’s Wyrd. On a Failure, they suffer the Insensate Tilt.

    Catch: The character must sit and contemplate a large amount of the specific element for at least half an hour immediately before transforming.


    Hedgewall (•••••)
    • Grimm:
    The Durability and Structure of the castle walls are doubled, and the brambles inflict half the Grimm's Wyrd (rounded up) as lethal damage per turn to anyone who touches them.


    Saber Dance (•••••)
    Cost: 3 Glamour
    Dice Pool: Dexterity + Occult + Wyrd
    Action: Reflexive
    Changelings who invoke this contract are beautiful to watch, graceful and mesmerizing, and sometimes more than a little disturbing. Dancers spin and undulate with blades striking out in rhythm to their steps. Jugglers throw knives with breathtaking flourishes and pinpoint precision. Butchers land devastating blows that take their victims apart cleanly at the joints, and surgeons’ scalpels land deadly strikes against their opponents’ most vulnerable points.

    Dramatic Failure: The character gracelessly miscalculates and falls prone. She suffers from the Stunned Tilt, and cannot invoke the Contract again for the remainder of the scene.

    Failure: The Contract fails to activate, but the character can act normally.

    Success: In combat, the character gains her Wyrd as a bonus to all blade-based weaponry attacks for a number of turns equal to the number of successes made on the activation roll. Outside of combat, she gains the appropriate bonus to one use of a skill in which she has a relevant blade-related specialty. If the roll to use the skill is Extended, then she gains the bonus for a number of rolls equal to the number of successes made on the contract activation roll times her Wyrd.

    Exceptional Success: Graceful dancers twirl swords effortlessly, butchers carve meat with brutal efficiently, surgeons operate with exacting precision, and even gardeners trim hedges into stunning works of art. But when the time comes for battle, the blade-wielder blessed by this clause finds that her civilian skills significantly augment her fighting prowess. The changeling benefits from the Interdisciplinary Specialty Merit for all blade-related Specialties. If she already possesses the Merit for a given Specialty, she can apply it twice.

    Fairest: The changeling benefits from the 8-again rule on all affected rolls.
    Wizened: The changeling needs only three successes to gain an Exceptional Success.

    Catch: The character is dressed in a manner appropriate to her relevant non-combat skills — a juggler in motley, a surgeon in a smock, and so forth.


    Semblance of Life (•••••)
    Cost: 4 Glamour (+1 Willpower)
    Dice Pool: Manipulation + Empathy + Wyrd
    Action: Instant
    The greatest trick the Fae have ever pulled was to create the mockeries of life that are the Fetches. Through this Contract, changelings can learn to create similar constructions from whatever is lying around.

    Dramatic Failure: The creature awakes and turns against its creature with horrified madness at having been created.

    Failure: The object briefly takes on human appearance for a single turn then falls to pieces.

    Success: The changeling brings to life a copy of the desired living creature, albeit an imperfect one. It has the same Physical Attributes and Skills as the original, but caps all Mental and Social Attributes and skills at two (except for Manipulation, Subterfuge and Intimidation). Additionally, it will last for a number of hours equal to the changeling's Wyrd. If the changeling spends a Willpower point, she can extend the creature's duration to a number of days equal to her Wyrd.

    Exceptional Success: The creature is a near-perfect replica, imitating behavior and manners to a high degree. Mechanically, it does not suffer any caps to its Mental and Social Attributes and Skills. Furthermore, the fetch now lasts for a number of days equal to the changeling's Wyrd, as the magic woven into its creation disperses at a slower rate. If Willpower is spent, this duration increases to a number of weeks equal to her Wyrd.

    Elemental: The changeling needs only three successes to score an Exceptional Success.
    Grimm: The magic bound to the fetch persists longer, doubling the duration of its existence.
    Wizened: The changeling can choose to grant an additional Attribute dot or two Skill dots to the fetch for each dot of Wyrd he has.

    Catch: The changeling “feeds” the puppet a chunk of flesh from the desired target.

    Note: Each use of this Contract is a breaking point, as the changeling is directly creating a Fetch, a thinking and independent willful creature with a very limited life expectancy.


    The Death Clause (•••••)
    Cost: 1 Willpower
    Dice Pool: N/A
    Action: Reflexive
    In an ancient agreement with the Underworld, the Gentry agreed to be mortal, but were allowed to choose the manner in which Death could take them. Each Stranger thus has specific conditions or weapons which can permanently kill them, all possible in spite of being absurdly obscure. Changelings also avail of this compact, and the lesser benefits they receive are nonetheless potent.

    A changeling with this Contract can invoke it whenever he would be killed before his time. In doing so, he 'buys' back his death, and returns to life in a special cavern in the Autocthonous Depths of the Underworld.

    Upon revival, the changeling suffers the Soul Shocked Condition, bashing damage to all of his Health boxes, and is reduced to half the amount of glamour he had at the time of his death.

    Darkling: The magic of the Death Clause is not a thing of the light, and so its deepest secrets become unveiled only to one that is unafraid of the shadows. Upon death, the transition to the Underworld imparts some secret knowledge bound up in the ancient Contract between the Underworld and Faerie. Roll Wyrd + Occult. For every success on the roll, they may ask one question of the Storyteller regarding the Frailties and/or Banes of any Fae creature known to them. Most Darklings take advantage of this to ferret out their Keeper's weaknesses.
    Fairest: The Fairest are no strangers to sacrifice and the burdens of leading others. Upon enacting this Contract, the Fairest may divide their dots of Wyrd between any number of their allies as if they were benefiting from Embracing the Wyrd. (This does not cause a Clarity Breaking Point) This bonus persists until the Fairest returns to the Quick from the Depths- the fallen paragon spurring their allies to greatness. Should they enact the Catch of this Contract, all of their allies who are witnesses gain the Inspired Condition and their slayer and their witnessing allies gain the Shaken Condition.
    Elemental: The fae and the land are one, or so many of the old legends say. With this Clause, the Elemental can make it so. Instead of being deposited in the Underworld upon revival, they awaken within the relative safety of the Hedge, as their inherent connection to the living world prevents them from totally crossing the threshold. Consequentially, the Clarity breaking point is made at a -3 penalty.

    Catch: The Changeling sacrifices his life to take a killing blow for another.

    Ban: The Death Clause can only be invoked once every 24 hours, and cannot be used to revive from death by natural causes, as well as being killed by either Cold Iron or one's frailties. Furthermore, being revived in the Underworld is a Clarity breaking point at a -5 penalty.


    Tying the Knots of Fate (•••••)
    • Elemental:
    The Elemental gains +2 dice when invoking a predetermined fate. He also gains the Steadfast Condition when furthering it.
    • Grimm: The Grimm can affect a target's future over a longer period of time, extending the Contract's duration to an entire season.


    Vision of Fortune's Favor (•••••)
    • Fairest: The character suffers only one point of lethal damage for each point of unspent Glamour.
    • Grimm: The Grimm is more attuned to the winds of fate, allowing him to use the Contract once per dot of Wyrd in a story.
    Last edited by Deionscribe; 12-10-2016, 08:05 AM.


    "My Homebrew Hub"
    Age of Azar
    The Kingdom of Yamatai

  • #2
    So. In light of the fact that they have no Seeming clauses of their own, I've homebrewed a few for the Grimm Seeming.


    "My Homebrew Hub"
    Age of Azar
    The Kingdom of Yamatai

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    • #3
      Looking through them, and not seeing anything good for manipulation through pitiousnes (looking hurt and fragile). Am I just missing them?


      A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

      Comment


      • #4
        Originally posted by Master Aquatosic View Post
        Looking through them, and not seeing anything good for manipulation through pitiousnes (looking hurt and fragile). Am I just missing them?
        I'm pretty sure that might be possible with Contracts of Emotions, which have yet to be released for our viewing pleasure.


        "My Homebrew Hub"
        Age of Azar
        The Kingdom of Yamatai

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        • #5
          Originally posted by Deionscribe View Post

          I'm pretty sure that might be possible with Contracts of Emotions, which have yet to be released for our viewing pleasure.

          Cool! So my "help me, help me! I'm just a kid! *pulls out a gun and voice drops an octave* Surprise, melonfarmers!" character is going to be possible with only core stuff. I was worried I would have to rework stuff or create new contracts.


          A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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          • #6
            Ooh! Are mine getting the treatment?


            Hayley Margules, historian and former OPP writer
            Chronicles of Darkness: Dark Eras and Companion, Beast: The Primordial Ready-Made Characters, and Dark Ages: Tome of Secrets

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            • #7
              Originally posted by Master Aquatosic View Post
              Looking through them, and not seeing anything good for manipulation through pitiousnes (looking hurt and fragile). Am I just missing them?
              I'm pretty sure you can do that with Skin-Mask (creates false wounds, changes your voice, facial features and so on) and Transfigure The Flesh (diminishes your height, weight and apparent age).


              "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

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              • #8
                Originally posted by hm8453a View Post
                Ooh! Are mine getting the treatment?
                Eventually.

                I kinda did a lot of other clauses already, and I haven't even posted them all up here.

                But I'm definitely going to go work on the Contracts you designed. Heck, I can see (some of) them even having clauses for Grimms.


                "My Homebrew Hub"
                Age of Azar
                The Kingdom of Yamatai

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                • #9
                  Plan on relocating all the stuff I've written here to a GoogleDoc soon.
                  Last edited by Deionscribe; 04-19-2016, 06:12 AM.


                  "My Homebrew Hub"
                  Age of Azar
                  The Kingdom of Yamatai

                  Comment


                  • #10
                    Trying to work on a conversion on the Dawn Court's Contract. Any ideas?

                    Contract of Potential (• to •••••)
                    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.

                    Each dot in this Contract grants access to a specific supernatural ability.

                    Cost: 2 Glamour per effect
                    Dice Roll: Resolve + Expression + Wyrd
                    Action: Instant
                    Duration: Special (See Below)

                    Dramatic Failure:

                    Failure: The Contract fails to activate.

                    Success: The character can use any of the following abilities he has access to. Each lasts for the duration of the scene.

                    Read the Web -- The character perceives the connections between a given character and those presently around him as translucent threads that run between them. The amount of information he gleans is equal to the changeling's Wyrd, and includes (but is 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.

                    Martyr's Will -- Sometimes doing what must be done to help bring about change demands more than the average Lost can provide. The character adds half his Wyrd, rounded up, to the dice bonus gained from spending Willpower points.

                    Shift the Foundations -- 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. The character can use this clause to change a target's Virtue or Vice, or to strengthen the influence of either on his behavior. Anyone targeted by the latter must make a successful Resolve + Composure penalized by the changeling's Wyrd (or spend a Willpower point) to avoid taking action in any situation where their Virtue or Vice comes into play.





                    Exceptional Success: The effects of the Contract last until sunrise, unless the changeling chooses to dismiss them sooner.





                    Catch:


                    "My Homebrew Hub"
                    Age of Azar
                    The Kingdom of Yamatai

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                    • #11
                      Reserving this for my conversions of Contracts from the Grimm Dark Era. Tagging hm8453a, in particular, on this.

                      Provisional Aid (•)
                      Cost: 2 Glamour
                      Dice Pool: Composure + Empathy + Wyrd
                      Action: Instant
                      The changeling may assist a child in his attempt to resist a psychological break. Through physical contact with a comfort object affected by this Contract, the changeling may add her Wyrd to any Resolve + Composure roll made by the child to resist a breaking point.

                      Dramatic Failure: The child’s worldview cracks. He loses a dot of Integrity, gains one of the Broken, Fugue, Madness, or Obsession Conditions, and takes a Beat.

                      Failure: The child receives no help from the changeling in his Resolve + Composure roll to resist losing a dot of Integrity. He must roll Resolve + Composure with no aid from the changeling’s Wyrd.

                      Success: The child may add the changeling’s Wyrd to his Resolve + Composure roll to resist losing a dot of Integrity,

                      Exceptional Success: In addition to the bonus to the child's breaking point roll, the changeling regains points in Glamour equal to the number of successes above the child’s Resolve

                      Fairest: The Fairest is keenly aware of how cruel the world can be even to a child, and takes steps to watch over them even when absent. She may spend a Willpower point to extend the Contract's effects until sunrise or sunset, so long as the child does not spend a scene without the comfort object.
                      Wizened: The Wizened is familiar with the sentimental values that one's comfort object has, as it is not too different from how he falls back to his talent for solace. He gains an Exceptional Success at three successes instead of five.

                      Catch: The child was in possession of the comfort object for a period of a month, or the object was given by a lost parent or loved one.


                      Real and False Self (•)
                      Cost: 2 Glamour
                      Dice Pool: Manipulation + Empathy + Wyrd
                      Action: Instant
                      The changeling can see though the comfort object, and may interact with the child through such means.

                      Dramatic Failure: The child feels unsafe around his comfort object for a period of three days and nights. She gains the Frightened Condition keyed to the object itself.

                      Failure: The changeling cannot see through the comfort object, nor may she interact through it.

                      Success: The changeling may successfully see through the comfort object. She may speak with the child and use any Contracts that require the use of touch for the duration of the scene.

                      Exceptional Success: Until sunrise or sunset, the changeling is considered to be bound by a Personal Oath for the purpose of finding the child's comfort object.

                      Beast: The Beast is an intrepid tracker, quick to take up the pursuit should he be required to do so. He gains an Exceptional Success on the roll at three successes instead of five.

                      Catch: The changeling has watched the child sleep through a full night.


                      Heartwarming Comfort (••)
                      Cost: 2 Glamour
                      Dice Pool: Stamina + Survival + Wyrd
                      Action: Instant
                      The comfort object provides the child with physical warmth, allowing him to withstand frigid temperatures. This applies to dolls and stuffed animals as well as blankets.

                      Dramatic Failure: The changeling becomes particularly weak against the cold as his heart freezes over temporarily. For one week, all cold-based extreme environments are one level worse. Any cold-based attacks the changeling suffers cause one additional health point of damage.

                      Failure: The child gains no benefit from this Contract.

                      Success: Through the use of his comfort object, the child may withstand extreme cold as defined in the Chronicles of Darkness Rulebook, p. 97 for a period of days equal to the changeling's Wyrd.

                      Exceptional Success: The protection granted by this Contract lasts twice as long.

                      Fairest: The Fairest can gain an Exceptional Success at three successes instead of five.
                      Elemental: The Elemental grants greater protection to the child from the elements. All environmental penalties that the child suffers are reduced by his Wyrd for the duration of the Contract.

                      Catch: The changeling touches or has touched the child’s hair.


                      Transference (•••)


                      Objective Idealism (••••)


                      Clarity of the Good (••••)
                      Last edited by Deionscribe; 01-11-2017, 08:55 AM.


                      "My Homebrew Hub"
                      Age of Azar
                      The Kingdom of Yamatai

                      Comment


                      • #12
                        Originally posted by Deionscribe View Post
                        Reserving this for my conversions of Contracts from the Grimm Dark Era. Tagging hm8453a, in particular, on this.

                        Provisional Aid (•)
                        Cost: 2 Glamour
                        Dice Pool: Composure + Empathy + Wyrd
                        Action: Instant
                        The changeling may assist a child in his attempt to resist a psychological break. Through physical contact with a comfort object affected by this Contract, the changeling may add her Wyrd to any Resolve + Composure roll made by the child to resist a breaking point.

                        Dramatic Failure: The child’s worldview cracks. He loses a dot of Integrity, gains one of the Broken, Fugue, Madness, or Obsession Conditions, and takes a Beat.

                        Failure: The child receives no help from the changeling in his Resolve + Composure roll to resist losing a dot of Integrity. He must roll Resolve + Composure with no aid from the changeling’s Wyrd.

                        Success: The child may add the changeling’s Wyrd to his Resolve + Composure roll to resist losing a dot of Integrity,

                        Exceptional Success: In addition to the bonus to the child's breaking point roll, the changeling regains points in Glamour equal to the number of successes above the child’s Resolve

                        Fairest: The Fairest is keenly aware of how cruel the world can be even to a child, and takes steps to watch over them even when absent. She may spend a Willpower point to extend the Contract's effects until sunrise or sunset, so long as the child does not spend a scene without the comfort object.
                        Wizened: The Wizened is familiar with the sentimental values that one's comfort object has, as it is not too different from how he falls back to his talent for solace. He gains an Exceptional Success at three successes instead of five.

                        Catch: The child was in possession of the comfort object for a period of a month, or the object was given by a lost parent or loved one.


                        Real and False Self (•)


                        Heartwarming Comfort (••)


                        Transference (•••)


                        Objective Idealism (••••)


                        Clarity of the Good (••••)
                        Thanks for the tag! And I'm very flattered.


                        Hayley Margules, historian and former OPP writer
                        Chronicles of Darkness: Dark Eras and Companion, Beast: The Primordial Ready-Made Characters, and Dark Ages: Tome of Secrets

                        Comment


                        • #13
                          Originally posted by hm8453a View Post

                          Thanks for the tag! And I'm very flattered.
                          You're welcome. I've been meaning to get some work on this for a while, now. And with me having graduated and job hunting, I got a little more time to do that. That said, you made these Contracts specifically to target children, right? Should I keep them as such when I'm working on the conversions? Or would some/most/all of them be applicable to older characters if you have the right Seeming clause?


                          "My Homebrew Hub"
                          Age of Azar
                          The Kingdom of Yamatai

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