Homebrew Freehold - Caribbean Courts

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  • Darinas
    Member
    • May 2016
    • 481

    Homebrew Freehold - Caribbean Courts

    Soooo a friend and I decided to give the Freehold creation rules a try, and made up our own Freehold for the Changelings in the Caribbeans which we then used for one of our Chronicles. I shared them with friends on a server, and people seemed to like them, so I figured I'd share them here.

    FREEHOLD OF THE CARIBBEAN ACHIPELAGO

    Changelings in the Caribbeans are divided between four Courts, themed after various parts of nature: Lava, Sand, Wind and Waves. The Cycle of Power works through a game of luck fourth every year. The same Court cannot win twice or more in the same year: if that happens, they do the game again until a new one is picked.

    The Court of Lava
    The Obsidian Scorpion, The Scarlet Court, The Court of Passion

    Associated with the Emotion of Passion, the Court of Lava recover from their trip to Arcadia by investing themselves in something, usually an ideal or something they love doing, and completely embracing it emotionally. The most engaged and agressive of the Courts, they are the most active in fighting back against the Fae, often driving by revenge, justice, or a desire to vent. They tend to be guerilleros, warriors, agitators, politicians, militants and leaders.

    Bargain: When the Court of Lave's Bargain is applying, the Fae have to assault Changelings in a straight fight, without any trick. The Court of Lava is not forced to follow this, and often abuse ambush or traps in retaliation.

    Mantle: Gain 1 Glamour when follow passion over reason or push someone to do so.
    * 1st dot: Add your dots in Mantle as a bonus on all rolls to ambush or set traps
    * 2nd dot: Add your dots in Mantle in rolls to inspire passion into someone.
    * 3rd dot: Regain 1 WP when accomplish a personal revenge
    * 4th dot: 9-Again on all Sabotage rolls.
    * 5th dot: Once per fight, if manages to inflict at least 1 lethal damage to an opponent, next attack inflicts aggravated damages


    The Court of Wind
    The Flying Hummingbird, The Pale Court, the Court of Curiosity

    Associated with the Emotion of Curiosity, the Court of Wind are focused on renewal and discovery; given they lost their past life in Arcadia, they focus on building and discovering a new one. Their members are explorers, scientists, travellers and engineers, constantly making new discoveries for a better future. Out of all the Court, they are by far the ones who travel the most.

    Bargain: When the Court of Wind is in power, the Fae must confront them through some form of mind game or riddle.

    Mantle: Gain 1 Glamour when succumbs to curiosity or gets someone to do so.
    * 1st dot: Add Mantle dots to rolls to build a new invention
    * 2nd dot: Add Mantle to rolls to explore a new place.
    * 3rd dot: When trying to solve a riddle or unlock a mechanism, may ask a number of Clue to the ST equal to your dots in Mantle.
    * 4th dot: Regain 1 WP when solves a mystery
    * 5th dot: You may spend 1 Glamour to summon a mechanical servant for 1 scene, which counts as a temporary Retainer with dots equal to your Mantle rating.


    The Court of Sand
    The Burrowing Crab, the Golden Court, the Court of Nostalgia

    Associated with the Emotion of Nostalgia, the Court of Sand focuses on the past, seeking to reclaim their connection to their past lives and what they left behind. They tend to be the closest ones to humans, often working within them to protect them against the Fae. A lot of them are artists, dancers and singers, expressing their appreciation of the past through art.

    Bargain: When the Court of Sand is in power, Fae have to specifically rely on human proxies or methods to get to Changelings.

    Mantle: Gain 1 Glamour when try to restore something to its original state.
    * 1st dot: Add your Mantle dots as a bonus on rolls to blend in with humans.
    * 2nd dot: Add your dots in Mantles to all rolls related to creating art.
    * 3rd dot: Regain 1 WP when protects humans from Fae creatures.
    * 4rth dot: Any attempt to recognize you as a supernatural being suffers your dots in Mantle as a penalty.
    * 5th dot: You may spend 1 Glamour to breath life into a piece of art for 1 scene.

    The Court of Waves
    The Moray Eel, the Azure Court, the Court of Shyness

    Associated with the Emotion of Shyness, the Court of Waves prefer to act in the shadow, watching the Fae's action in secret to better understand how to undermine and limit them. They acts as the spies and informant of the Freehold. Many of their members are oneiromancers or professions that let them collect informations, such as bartenders or tourist guides.

    Bargain: When the Court of Wave is in power, the True Fae have to reveal at least one of their weakness in some way before they may approach the Changelings.

    Mantle: Gain 1 Glamour when acts like a shut in.
    * 1st dot: Add your dots in Mantle as a bonus to hide or keep secrets.
    * 2nd dot: Add your dots in Mantle as a bonus to spy on people.
    * 3rd dot: Regain 1 WP when uncover something hidden.
    * 4th dot: Add your Mantle dots on rolls to negociate with Hobgoblins.
    * 5th dot: You may spend 1 Glamour to erase up to 1 scene of memory on a human witness.



    We also made Court Contracts, though these could use some improvement. I might post them later down the line. In the meantime, please feel free to give your opinion.
    Last edited by Darinas; 10-25-2021, 10:20 AM.
  • TrueMrMultiverse
    Member
    • Sep 2021
    • 84

    #2
    This is pretty cool Darinas! My favourite of the four ahd to be the Court of Sand, Nostalgia is a very interesting emotion to focus on.

    Comment

    • Darinas
      Member
      • May 2016
      • 481

      #3
      Thanks, True^^ glad you like it!

      Alright, since reaction seems positive based on the likes my post get, let's go for beginning to post the Contracts:

      LAVA COURT CONTRACTS


      Sense the Spark (Common)
      The Changeling sense the spark of passion within someone, and guide it toward the right target.
      Cost: 1 Glamour
      Dice Pool: Wits + Expression + Mantle vs Composure + Supernatural Trait.
      Action: Instant
      Roll Results:
      * Success:
      The Changeling learns the target's greatest passion, as well as all the conditions related to it (such as Swooned, Obsessed, Inspired...). She may replace the target of this passion and these conditions with one of her choice for the duration of 1 scene.
      * Exceptional Success: The Changeling also gets the 9-Again quality on any rolls to inspire the target into following their passion for the duration of the scene.
      * Failure: The Contract fails
      * Dramatic Failure: The Changeling believes the target's passion to be something else, picked by the Storyteller.
      Loophole: The target's passion is shared by the Changeling.

      Fire of War (Common)
      Using the fire of the passion burning within her, the Changeling channels it through her weapons, making them as hot as magma.
      Cost: 1 Glamour
      Dice Pool: None
      Action: Reflexive
      The Changeling's weapons are set ablaze; blades are wrapped in flames, while bullets and arrows turn into magma upon hitting the target; gameplay-wise, treat any opponent hit by such attacks if they burnt on a fire of Size 1 with an Intensity equal to half your Mantle (round up). Targets vulnerable to fire (such as vampires and prometheans) are affected as if it was regular fire.
      Loophole: The Changeling sinks her weapon's blade or canon into sulfur.

      Burning Passion (Common)
      The Changeling causes the target's passion to burn bright, making them less rational and more controlled by their emotion.
      Cost: 2 Glamour
      Dice Pool: Presence + Expression + Mantle vs Composure + Supernatural Trait
      Action: Contested
      Roll Results:
      * Success: The target takes the Passioned Condition: she suffers a -2 penalty on Resolve + Composure rolls to react on emotional impulses, and any roll to make her act as such get an Exceptional Success on 3 successes instead of 5.
      * Exceptional Success: The Condition last until the sun next crosses the horizon.
      * Failure: The Contract fails.
      * Dramatic Failure: The Changeling suffers the Passioned Condition.
      Loophole: The Changeling makes a speech of at least one minute to motivate the target.

      Scorpion's Sting (Common)
      Calling upon the venom of the Obsidian Scorpion, the Changeling poisons her target with a single touch.
      Cost: 1 Glamour
      Dice Pool: None
      Action: Reflexive
      Invoke this Contract when the Changeling touches a person, either out of combat or through a touch attack. Out of combat, the target suffers a Poison with a Toxicity equal to Mantle. In combat, she suffers the Grave version of the Poisoned Tilt for a duration equal to the Changeling's Mantle in turn.
      Loophole: The Changeling uses this Contract with the intention of enacting a vengeance.

      Touch of Fire (Common)
      Through mere touch, the Changeling conjures the spark to ignite a fire.
      Cost: 1 Glamour
      Dice Pool: Intelligence + Science + Mantle
      Action: Instant
      Roll Results:
      * Success: The Changeling's touch produces the effects of fire: water boils, objects become hot, substances like oil or wood catch fire. He inflicts lethal damages in grapple, and can cause any flammable material to catch fire just by touching it.
      * Exceptional Success: The Changeling may chose to protect allies against this effect.
      * Failure: The Contract fails.
      * Dramatic Failure: The Changeling burns himself, suffering the Extreme Heat tilt for the duration of the scene.
      Loophole: The Changeling consummates a hot beverage.


      Obsidian Armor (Royal)
      The Changeling wraps herself into an armor of magma and obsidian that protects her while burning those who would touch her.
      Cost: 2 Glamour
      Dice Pool: None
      Action: Instant
      The Changling produces a black-colored armor made of obsidian, granting her a General Armor Rating Equal to her Mantle and an immunity to fire or any penalty related to Heat; in addition, any attacks that does manage to inflict her lethal or aggravated damage causes lava to burst out of the armor, inflicting to anyone within reach of hand-to-hand combat a number of lethal damages equal to half her Mantle rating (round up). Moreover, whenever attacking, the Changeling may elect to willing damage her armor to spread magma on her opponent, reducing the Armor Rating by 1 but adding 1 automatic Aggravated damage to her attack. If the Armor rating is reduced to 0, the Contract ends.
      Loophole: The Changeling carries a piece of obsidian on her person.

      Wrath of the Furnace (Royal)
      With one punch on the ground, the Changeling tears the earth asunder, revealing the burning magma beneath.
      Cost: 3 Glamour
      Dice Pool: Presence + Brawl + Mantle
      Action: Instant
      Rolls Results:
      * Success: The Changeling summons the equivalent of a smaller volcanic eruption in the area. Apply the Inferno Tilt in a radius equal to his Mantle in yard around him. The Changeling is immune to its effect. In addition, all other characters in the radius immediately suffer the Knocked Down Tilt due to the shockwave. The ground closes itself at the end of the scene, ending the tilt.
      * Exceptional Success: The Changeling may end the Tilt whenever he desires.
      * Failure: The Contracts fails.
      * Dramatic Failure: The Changeling only manages to provoke a brief shockwave that hits back at him, inflicting the Knocked Down Tilt.
      Loophole: The Changeling first delivers a rant about tearing apart the obstacle to his convictions for at least 1 minute.
      Last edited by Darinas; 11-05-2021, 04:31 PM.

      Comment

      • Darinas
        Member
        • May 2016
        • 481

        #4
        Now let's pursue

        SAND COURT CONTRACTS

        Regrets from the Past (Common)

        Searching through the feelings of her target, the Changeling seeks what they lost and regret.
        Cost: 1 Glamour
        Dice Pool: Wits + Empathy + Mantle vs Composure + Supernatural Trait
        Action: Contested
        Rolls Results:
        * Success: The Changeling learns what the target feels the most nostalgic about, as well as all the Condition related to it. She may change the target of this Nostalgia for the duration of 1 scene.
        * Exceptional Success: The target's Nostalgia may be used as Soft Leverage for Social Maneveuring.
        * Failure: The Contract fails.
        * Dramatic Failure: The Changeling gets lost in her own Nostalgia, and immediately risks Clarity damage with a pool equal to half her Mantle (round up)
        Loophole: The Changeling invoke this Contract in an event or a place comemorating the past, such as a museum or an anniversary of a historical event.

        Sand Effigy (Common)
        The Changeling summon her image within the sand, tricking her enemy into seeing her where she isn't.
        Cost: 1 Glamour
        Dice Pool: Resolve + Craft + Mantle
        Action: Reflexive
        Rolls Results:
        * Success:The sand rises and shapes itself into a perfect replicate of the Changeling, which immediately takes her place and covers her retreat. The illusion is superficial at best, as the image won't reproduce the target's mannerism, and can be pierced with scrutiny, but it's usually sufficient to trick someone watching from a distance or someone close by for a few seconds - which can be lifesaving, for example, to dodge an attack. In combat, you may treat this Contract as a Dodge action with the activation roll as the pool, and the difference that, being reflexive, it doesn't cause you to lose your action this turn.
        * Exceptional Success: The replicate is slightly more realistic, reproducing your mannerism and appearance to the perfection, and can fool even scrutiny. You may use it to keep someone fooled for an entire scene as long as you do not reveal yourself.
        * Failure: The Contract fails.
        * Dramatic Failure: The Contract fails, but the Changeling doesn't realize it has. Out of combat, treat your next Stealth roll as a dramatic failure. In combat, the opponent's next attack ignore Defense.
        Loophole: The Changeling wrote her name in the sand earlier during the scene.

        Fae Burrowing (Common)
        Like the Crab hiding beneath the sand, the Changeling lets herself be swallowed by the ground so she may escape her pursuers.
        Cost: 2 Glamour
        Dice Pool: None
        Action: Instant
        The Changeling is absorbed by the ground, disappearing within it. While there, she cannot be attacked nor attack, unless she choses to come out (which takes a reflexive action), or if others actively try breaking the ground apart to reach her. She is aware of what's going on above ground, hearing and seeing everything through it. In addition, she may move below the earth at a speed equal to Strength + Mantle.
        Loophole: The ground is made of wet sand.

        Reverse the Hourglass (Common)
        Summoning images from the past in the sand, the Changeling orders Mirages to show what used to be.
        Cost: 1 Glamour
        Dice Pool: Composure + Occult + Mantle
        Action: Instant
        Rolls Results:
        * Success: The sand rises and projects mirages of what happened in the area in the past, at a time chosen by the Changeling. The shown events may be up to 24 hours old, and cannot be longer than 1 scene.
        * Exceptional Success: The Changeling may control the image, chosing to slow it down, speed it up or pause it at will.
        * Failure: The Contract fails
        * Dramatic Failure: The image produced is blurry and incomprehensible, and the sand hurts the Changeling's eyes, causing her a -2 penalty to Investigation rolls.
        Loophole: The Changeling holds an ancient clock or similar instrument to measure time (such as an hourglass) when invoking this Contract.

        Dig Into the Past (Common)
        Calling upon the power of Nostalgia, the Changeling brings back what was forgotten.
        Cost: 1 Glamour
        Dice Pool: Composure + Empathy + Mantle
        Action: Instant
        Rolls Results:
        * Success:
        The Changeling restore one memory her target had forgotten; this can be used to resolve the Amnesia Condition. Memories that have been erased through supernatural means cause a Clash of Will.
        * Exceptional Success: The Changeling gets a brief flashback showing her the memory as it is being restored.
        * Failure: The Contract fails
        * Dramatic Failure: The Changeling restore the wrong memory and disturb the target, inflicting him the Spooked Condition.
        Loophole: The Changeling holds an object dating back to the time of the memory she intends to restore.

        Sand Giant (Royal)
        The Changeling shapes the sand into a personal guardian to protect her and the things she longs to preserves.
        Cost: 3 Glamour
        Dice Pool: None
        Action: Instant
        Sand gathers itself to take the shape of a gigantic being made of sand. Said being can take any shape the user desired, though the form fo a crab or a statues of someone liked by the user are common. Mechanically, the Sand Giant counts as a Retainer with a rating equal to the Changeling's Mantle and a specialty toward protecting whoever the Changeling asks her to (said quarry may be the Changeling herself). If inflicted damages, it counts as an objects with a Size of 6, Durability equal to Mantle and Structure equal to Size + Mantle. It also deals lethal damages in hand-to-hand combat. The Sand Giant remains for 1 scene, or until it's destroyed or dismissed, whichever comes first.
        Loophole: The Changeling builds, then destroys a sand castle.


        Crab's Chitinous Shell (Royal)
        The Changeling wraps herself in a shell similar to the crab, protecting her against all those who would wish her harm.
        Cost: 2 Glamour
        Dice Pool: None
        Action: Instant
        A chitinous substance similar to a Crab's shell covers the Changeling. She gains an General Armor Rating equal to her Mantle rating covering her whole body. This shell also increase her weight, allowing to sink deep into water and walk to the bottom, but provides her with the ability to still breath below.
        Loophole: The Changeling walks for at least 2 yards with a crab walk.
        Last edited by Darinas; 11-05-2021, 04:44 PM.

        Comment

        • Darinas
          Member
          • May 2016
          • 481

          #5
          WIND COURT CONTRACTS

          Curiosity Kills the Cat (Common)
          The Changeling reads through her target's face, learning what sparkles her curiosity.
          Cost: 1 Glamour
          Dice Pool: Wits + Empathy + Mantle vs Wits + Supernatural Trait
          Action: Contested
          Rolls Results:
          * Success: The Changeling learns what the target is most curious about, including all conditions related, such as Obsessed or Spooked. She may change the target of this curiosity for 1 scene.
          * Exceptional Success: The Changeling can use the target's curiosity as Soft Leverage in Social Maneveuring.
          * Failure: The Contracts fails.
          * Dramatic Failure: The Changeling thinks he knows what the target's curiosity is targeted toward, but mistakes it for something else.
          Loophole: The Changeling does something to successfully attract the target's attention.

          Whispers Through the Wind (Common)
          The Changeling whispers in the air, and the wind carries her words someone else.
          Cost: 1 Glamour
          Dice Pool: Manipulation + Expression + Mantle
          Action: Instant
          Rolls Results:
          * Success: The Changeling thinks about a specific person, and whispers a message she wishes to pass to that person. The chosen target will hear said message as if the Changeling was whispers directly through her ears.
          * Exceptional Success: The Changeling may use this to have a long range full discussion with the target, with the target being capable of answering. The effect lasts up to 1 scene.
          * Failure: The Contract fails.
          * Dramatic Failure: The message goes through, but is distorded by the wind and might be misinterpreted.
          Loophole: The Changeling uses this Contract under winds strong enough to cover her voice.

          Creative Frenzy (Common)
          Calling upon the hyperactive creativity that characterizes her Court, the Changeling enters a state where she can do several things at once with ease and at incredible speed.
          Cost: 2 Glamour
          Dice Pool: None
          Action: Instant
          For the duration of the scene, the Changeling can do at once a number of extended actions equal to her Mantle rating, as long as said actions involve research or building something. In addition, the interval for these actions has its time divided by half; this is cumulative with merits such as Good Time Management and Brownie's Boon.
          Loophole: The Changeling takes time to write down the actions she plans to make, which should take at least 1 minute.

          Gone With the Wind (Common)
          The Changeling dictates the direction and the strength of the wind.
          Cost: 2 Glamour
          Dice Pool: None
          Action: Instant
          The Changeling may summon and control powerful winds. The effects are varied; it can be used to make a sufficiently light object fly, change the direction of an already existing wind, get a boat going (thus adding her Mantle rating to the roll to pilot it), or cause the Heavy Wind Tilt in a radius equal to your Mantle x 10 in yards.
          Loophole: The Changeling holds an instrument related to the wind, such as a weathercock or a windmill.


          Mapmaking (Common)
          Wind is the element of the sky, and thus can see over the whole world; as thus, the Changeling may quickly write down a map of any area with ease, without needing more than a quick glance at any spot in it.
          Cost: 2 Glamour
          Dice Pool: None
          Action: Instant
          As long as the Changeling has paper, a tabloid, or any other support available to write, he may attempt to draw a map; said map can cover an area with a radius up to her Mantle rating in miles. It automatically shows a plan of all the landscape and the detailed architecture of all buildings, though it won't signal the presence of individuals, living beings, or hazard unrelated to the landscape. Should there be a risk to get lost, the map counts as a +5 bonus to navigate through the mapped area.
          Loophole: The area is a place the Changeling has never visited before.

          Hummingbird's Wings (Royal)
          Freeing herself from the bound of gravity, the Changeling elevates herself in the sky and accomplishes true flight, carried by the winds themselves.
          Cost: 3 Glamour
          Dice Pool: None
          Action: Reflexive
          The Changeling becomes capable of flight; she can freely move around in the air, ignoring gravity, at a speed equal to Speed x (Mantle +1). She is immune to any Environmental Tilts related to the air, such as Heavy Winds, and can execute acrobatic maneveurs with a Dex + Athletics roll. Activating this Contract reflexively while falling can be used to stop a fall, allowing to cancel any fall damages.
          Loophole: The Changeling carries a Hummingbird's feather.


          Eye of the Cyclone (Royal)
          The Changeling summon a cyclone around his allies, protecting them against outside threat while giving them an area where to rest.
          Cost: 3 Glamour
          Dice Pool: Presence + Survival + Mantle
          Action: Instant
          Roll Results:
          * Success: The Changeling creates a barrier of wind in the shape of a cyclone to protect his allies, summoning the Heavy Wind and Heavy Rain Tilts in a radius that can go up to her activation successes in miles; anyone wanting to reach them must first walk through the Tilt for the chosen distance, and projectile attacks cannot go through the barrier. The center of the covered area, on a radius equal to the Changeling's Mantle Rating x 10 yards, is unaffected by the tilts, giving a safe zone to her and her allies.
          * Exceptional Success: The Changeling and her allies in the safe zone are revigorated, healing a number of bashing and lethal damages equal to the activation successes.
          * Failure: The Contact fails
          * Dramatic Failure: The area still gets Heavy Wind and Heavy Rain, but no safe zone appears.
          Loophole: The Changeling writes the name of an Hurricane that happened in the year.
          Last edited by Darinas; 11-05-2021, 05:02 PM.

          Comment

          • Darinas
            Member
            • May 2016
            • 481

            #6
            WAVE COURT CONTRACTS

            Pierce Through the Depths (Common)

            The Changeling reads through a person's insecurities, learning what she is trying to hide.
            Cost: 1 Glamour
            Dice Pool: Wits + Empathy + Mantle vs Composure + Supernatural Trait
            Action: Contested
            Rolls Results:
            * Success: The Changeling learns about the target's greatest source of shame and insecurity, as well as all the Conditions related to it, such as Embarrassing Secret or Leveraged. She may then change the target of these conditions for 1 scene.
            * Exceptional Success: The better understanding of the target's insecurity grants the Changeling the 9-Again quality on Empathy rolls against her.
            * Failure: The Contract fails.
            * Dramatic Failure: The Changeling embarasses the target's, and now suffers a -2 social penalty against her for the duration of the scene.
            Loophole: The Changeling manages to get the target to blush.

            Gift From the Tides (Common)
            Cajoling the Waves, the Changeling gets them to deliver what was lost to the depths of the sea.
            Cost: 2 Glamour
            Dice Pool: Manipulation + Persuasion + Mantle
            Action: Instant
            Roll Results:
            * Success: This Contract may only be invoked near a body of water that has a connection to the sea, typically a beach (though rivers can work fine too). The Changeling wills the waves to bring things that were lost to the sea. This can be used in two major manners; first, the Changeling may use it to acquire items with a Size of 1 she is aware were lost to the sea at some point (many Wave Courtiers use this Contract as a meant of long range communication, throwing a letter in a bottle to the sea and waiting for other agents to call upon it). Second, she may uses it to acquire treasures, granting her a number of temporary Ressources dots equal to her Mantle Rating. These dots last until they're used or the end of the session, whichever comes first.
            * Exceptional Success: The Changelings may summon items up to Size 3 instead; temporary Ressources dots last until the end of the Story.
            * Failure: The Contracts fails.
            * Dramatic Failure: The Sea takes offense in the Changeling's plead; this Contract may no longer be used for the duration of the session.
            Loophole: The Changeling makes a non-polluting offering to the Sea.

            Cursed Treasure (Common)
            The Changeling impregnates her property with a Curse, protecting it against would-be thieves.
            Cost: 2 Glamour
            Dice Pool: None
            Action: Instant
            The Changeling must pick an item she owned when she invokes this Contract; once cursed, the item remains so for the duration of the story or until the Changeling choses to lift the Curse, whichever comes first. Should anyone take the item away from the Changeling without their consent (borrowing or being given do not trigger it), the would-be thief is immediately treated as if he broke the strengthened version of a Sealing toward the Changeling, with the following added options regarding what may be applied as a punishment:
            * Inflict a number of Lethal damages equal to her Mantle rating;
            * Apply a penalty equal to her Mantle rating to all rolls related to a specific topic chosen by the Changeling;
            * Loss of ability to regain Willpower for a number of days equal to her Mantle rating;
            * Suffer the effects of a Contracts with a number of automatic successes equal to her Mantle rating;
            Should the subject bring the item back to the Changeling, the Curse shall be lifted.
            Loophole: The Changeling formulate the Curse in a flowery riddle that warns people about what would happen should they steal the item.

            Drowning the Secret (Common)
            Magnifying the target's insecurities and shyness, the Changeling convinces her to keep her mouth shut.
            Cost: 2 Glamour
            Dice Pool: Wits + Intimidation + Mantle vs Resolve + Supernatural Trait
            Action: Contested
            Roll Results:
            * Success: The target becomes convinces she should stay silent about something she knows, or she would risk losing faces and looking like a fool. She may not speak about that secret without spending 1 Willpower. In addition, convincing her to talk about it requires Social Maneveuring with an additional number of doors to open equal to the Changeling's Mantle.
            * Exceptional Success: The target only trusts the the Changeling about this secret, and will report to her about anyone seeking to learn it.
            * Failure: The Contract fails.
            * Dramatic Failure: The targets becomes obssessed with talking about the secret and will tell about it to the first person she next meets.
            Loophole: The Changeling writes down the secret to keep on a piece of paper, which he then throws into a body of water.


            Lair of the Moray Eel (Royal)
            Just like the Moray Eel always finds rocks where to hide, the Changeling always manages to find an improvised hideout wherever she goes.
            Cost: 2 Glamour
            Dice Pool: None
            Action: Instant
            As long as the space to produce one is available and none of her enemies are able to see it, the Changeling may produce a hideout from anywhere, creating a temporary Safe Place (if in the physical world) or Hollow (if in the Hedge) with a rating equal to her Mantle. A Hollow created in this fashion may have any combination of enhancements she wishes according to her rating. This Hollow or Safe Place lasts until the end of the story or until the Changeling dismisses it, whichever comes first, though she may makes it permanent by spending its XP cost as normal.
            Loophole: The Changeling marks the spot of her hideout using the tooth of a Moray Eel.

            Portal of the Bermudes (Royal)
            Expanding her portailing through the sea, the Changelings can instantly travel from one body of water to another.
            Cost: 2 Glamour
            Dice Pool: None
            Action: Instant
            The Changeling may swim into a body of water, and emerge into another one he has already seen or swam into before, as if he had just travelled through an underwater cave. This may be used to more from the physical world to the Hedge and vice versa. Both bodies of water need to be large enough for the Changeling to fully emerge herself into.
            Loophole: The Changeling stay below the water for at least 1 minute before emerging.


            And that completes the set! I might add some extra contract through editting these, but this should at least give you all guys enough bases to play this Freehold. Hope you enjoy, and don't hesitate to give feedback or suggestions!
            Last edited by Darinas; 10-31-2021, 11:39 AM.

            Comment

            • TrueMrMultiverse
              Member
              • Sep 2021
              • 84

              #7
              These are all amazing Darinas! Not sure if its in 2e, but I remember the Seasonal Courts had pacts that affected how the True Fae should do. Maybe if that’s still a thing you could make that for the Carribean Courts?

              Comment

              • Darinas
                Member
                • May 2016
                • 481

                #8
                Originally posted by TrueMrMultiverse View Post
                These are all amazing Darinas! Not sure if its in 2e, but I remember the Seasonal Courts had pacts that affected how the True Fae should do. Maybe if that’s still a thing you could make that for the Carribean Courts?
                I did that already, that's the Bargain in the first post^^

                Comment

                • TrueMrMultiverse
                  Member
                  • Sep 2021
                  • 84

                  #9
                  Ohh. I see, all the Bargains are pretty good! My favourite has to be the Lava one.

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                  • Darinas
                    Member
                    • May 2016
                    • 481

                    #10
                    And added a Royal Contract for both the Court of Wave and the Court of Wind in order to complete the set!

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