another homebrew Contract! Feedback is welcome!
Fenrir’s Bindings (Sword, Royal)
Thin as a silk ribbon, stronger than any iron chain! The changeling summons the elements of Gleipnir to bind their target in place.
Cost: 2 Glamour
Dice Pool: Dexterity + Crafts + Wyrd vs Dexterity + Wyrd
Action: Contested
Success: A target within (Wyrd x 5) meters of the changeling suffers the Immobilized Tilt with the Durability of the bindings holding them being equal to half the changeling’s Wyrd (rounded up). For the purposes of mundane attempts of breaking free, apply a -4 penalty.
Exceptional Success: The changeling may create a tether between himself and the target, allowing them to drag the target into a position adjacent to him, unless other obstacles would prevent this.
Failure: The Contract fails.
Dramatic Failure: The changeling is bound instead, and cannot portal out for a turn.
Darkling: The Darkling may make his bindings from shadow, causing bystanders to need a perception roll penalized by the changeling’s Manipulation to notice the target.
Elemental: The Elemental may make his bindings from his own element, dealing one lethal damage per turn the target is bound.
Ogre: The Ogre’s bindings also impose the penalty against supernatural attempts of breaking free, like portaling.
Wizened: The Wizened can instead lay a trap, designating an area up to their Wyrd in meters in radius. The next person to pass through is subjected to the Contract’s effects. Anyone can notice the trap with a perception roll penalized by half the changeling’s Wyrd.
Loophole: The changeling allows their dominant hand to be bound as well, suffering the Arm Wrack Tilt as long as the Contract persists.
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Curiouser and Curiouser Bargains - 10 Homebrew Contracts, 9 Entitlements, 1 Court
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Wind-Heeled Stride (Steed, Common)
Cost: 1 Glamour
Dice Pool: None
Action: Instant
Effect: She shares the wind around a number of willing companions equal to her Dexterity rating. The player and her companion’s Athletics rolls add half her character’s Wyrd (rounded up) in bonus dice to run, jump, balance, or climb. The changeling and her companions also take actions benefited by this as reflexive actions, once per turn in action timing.
Beast: The Beast adds the bonus to her own and her companion’s Initiative modifier and Speed.
Fairest: The Fairest and her companions may reroll one failed roll benefited by the Contract.
Ogre: The Ogre may substitute Stamina for Dexterity to determine how many companions she can aid.
Loophole: The changeling and her companions are under a strict time limit to reach or get away from a destination.
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Feedback is much welcome on any of these!
Helios’ Eclipse (Summer, Royal)
The changeling radiates a rage so dark and vicious that it makes the opponent’s fury pale in comparison. Cowardice burns within and the will to fight vanishes as Summer lets out a warcry to announce her coming.
Cost: 1 Glamour per target + 1 Willpower
Dice Pool: Presence + Intimidation + Mantle vs Resolve + Wyrd
Action: Contested
Success: The changeling eclipses the hope of any target she can see, making the light refuse to shine on them. Each target suffers the Demoralized and Cowed Condition.
Exceptional Success: Demoralized and Cowed cannot be resolved until the end of the scene. Also, each target also loses one Willpower point.
Failure: The Contract fails.
Dramatic Failure: The changeling accidentally eclipses herself, gaining the Demoralized and Cowed Condition in regard to her targets.
Loophole: The changeling accomplished a significant victory in combat or competition within the past scene.
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Remorseless Strike (Winter, Royal)
Winter has little regard for others’ pain, and neither shall the changeling. She strikes with a cold savagery, holding back nothing.
Cost: 1 Glamour, or 1 Glamour + 1 Willpower
Dice Pool: None
Action: Instant
Effect: The changeling’s next Brawl, Weaponry, or Firearms roll that damages a target adds her Mantle to the damage modifier. This damage is the same type as the original attack, unless they spend 1 point of Willpower, in which the damage becomes Aggravated instead. The Contract cannot affect iron weapons.
Loophole: The changeling has taken at least 1L within the past turn, either from an enemy or self-inflicted.
(inspired by Remorseless Strike from CTL 1e)
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Hello all! After finishing Curiouser and Curiouser Bargains and publishing it, I took a break. I'm back at it again! I'm not sure if these will go into a massive 2.0 update of Curiouser and Curiouser Bargains, or a new book, but here you go! A few more homebrew Contract!
Shattered Selves (Jewels, Royal)
The changeling looks at an endless reflection, and sees the possibilities of could have been and should have been, summoning them to the now.
Cost: 1+ Glamour
Dice Pool: None
Action: Instant
Effect: The changeling shatters, breaking into his Wyrd in copies (not counting the original) within a meter/yard of himself per point of Glamour he spends. He chooses which copy is the original when he invokes the Contract.
Copies have the changeling’s Defense and Speed, have no supernatural properties, and vanish the first time they would suffer any type of damage. The only action copies can take is to move, as knocking something over, saying one word, or opening a door are the upper limit of their ability. If the changeling takes any action besides moving, observers can make an Intelligence + Wits roll to determine which one is real. On each of his turns, as a reflexive action, he can direct each copy’s action.
The Contract ends prematurely if all copies are destroyed or if the changeling invokes the Contract again.
Beast: The Beast may as an instant action have the original swap places with a clone.
Darkling: The Darkling may as an instant action take direct control of a copy, experiencing its senses as his own while his body behaves like a copy.
Fairest: The Fairest can make each copy upon creation have an appearance different from his own. These cannot convincingly mirror another person.
Ogre: The Ogre’s copies have a general armor rating of two, and don’t suffer the automatic point of bashing damage if the armor reduces damage from a source to zero.
Wizened: The Wizened imbues the copies with skill, allowing them to act as a Retainer with a dot rating of one, whose areas of expertise include those Skills in which the changeling has at least three dots.
Loophole: The changeling shatters an expensive mirror.
(inspired by Shadow Selves from DtR)
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Curiouser and Curiouser Bargains is heading to the Storyteller's Vault, sometime in the near future!
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Another homebrew Contract!
Royal Decree (Crown, Royal)
The changeling demands that they do her bidding, and they have no choice but to obey.
Cost: 2 Glamour
Dice Pool: Presence + Persuasion + Wyrd vs Resolve + Wyrd
Action: Contested
Duration: One turn
Success: The Changeling commands the target to follow a single command they can physically accomplish in one turn, no longer than one sentence. “Follow me,” “Shoot your husband,” and “Don’t resist being restrained” are all suitable commands, while “Forget I was here,” “Obey my instructions” and “Do my bidding” have too much room for interpretation.
The target is in a trance-like state while they do this, forgetting what they did in the moments of their hypnosis. They will not accept suicidal commands, but anything else is fair game.
Invoking this Contract constitutes a breaking point with a pool of four dice.
Exceptional Success: The target is exceptionally obedient to the Changeling, improvising to follow the spirit of their command.
Failure: The Contract fails.
Dramatic Failure: The target knows what the Changeling tried to do, becomes hostile towards them, and is immune to all further attempts for the rest of the chapter.
Fairest: The Fairest may target up to her Wyrd in targets with one invocation, as long as it’s the same command.
Darkling: The Darkling may delay the Contract’s activation until a certain trigger happens. If the trigger doesn’t happen by the end of the chapter, the Contract is wasted.
Loophole: You wield a symbol of authority against them that they follow as part of the activation, like slamming a gavel or running your hand on a crown of thorns.
(inspired by Dominate from VTR)
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Another homebrew Contract!
We All Rise Together (Crown, Royal)
With hope, a dream, and a goal, the Changeling binds the hearts and minds of a group of people together.
Cost: 1 Glamour + 1 Glamour per participant beyond the first
Dice Pool: None
Action: Instant
Effect: The changeling binds all willing participants together towards a singular goal, with a variety of effects:
All participants gain a telepathic link with perfect (no misunderstanding) reflexive communication to each other.
All participants gain 8-again on teamwork rolls to help one another.
All participants may make any mundane Mental or Social action a teamwork action, to a maximum of (Wyrd/2) secondary actors.
All participants may swap Initiative orders amongst themselves at the beginning of combat.
Beast: Instead of swapping Initiative orders, all participants move their Initiative up to match the highest Initiative rolled by any participant.
Fairest: When making mundane Social rolls, the participant with the highest dice pool may act as the primary actor, even when another participant is speaking.
Ogre: When participants resist or contest a harmful supernatural power, if one participant succeeds, all participants automatically withstand the same effect as well.
Loophole: The Changeling and the participants perform a bonding ritual.
(inspired by Fearless Hunter, Pack Triumphs Together, Pack Stalks the Prey, Pack Awareness)
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Originally posted by Super Vlad View Post
Goblin's Eye can actually do this by asking "What is one weakness, bane, loophole, or catch this phenomenon possesses? (repeatable)" and can also ask about "Is there a promise, debt, or oath directly associated with this phenomenon?" Neither of these questions can be protected against with any sort of roll.
Know Thy Weakness on the other hand cannot detect Oaths of any kind, only Banes, Frailties, Active Powers, and Negative Conditions/Tilts. The reason why I made this Contract while Goblin's Eye exists is because Goblin's Eye requires a Willpower and a Goblin Debt to get a wide range of knowledge, while this one only costs 1 Glamour for a much more specific power.
Being in the presence of a True Fae for an entire scene was risky enough so that I'd allow them to have no resistance against the roll. If a True Fae catches you studying them, you're toast. Literally.
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Originally posted by Master Aquatosic View Post
I am a bit worried about this one. Mostly about the Darkling version that makes it certain. I worry it will make dealing with True Fae not easy exactly, but take the struggle out of finding their Oaths and Frailties
Know Thy Weakness on the other hand cannot detect Oaths of any kind, only Banes, Frailties, Active Powers, and Negative Conditions/Tilts. The reason why I made this Contract while Goblin's Eye exists is because Goblin's Eye requires a Willpower and a Goblin Debt to get a wide range of knowledge, while this one only costs 1 Glamour for a much more specific power.
Being in the presence of a True Fae for an entire scene was risky enough so that I'd allow them to have no resistance against the roll. If a True Fae catches you studying them, you're toast. Literally.
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Originally posted by Super Vlad View PostOne homebrew Contract added...
Know Thy Weakness (Mirror, Common)
In visions summoned by the Wyrd, the changeling gets flashes of images that foretell the target’s greatest banes. They must first spend at least a turn studying the target.
Cost: 1 Glamour
Dice Pool: Manipulation + Empathy + Wyrd vs Composure + Wyrd
Action: Instant
Duration: Instant
Success: The Changeling learns any frailties or other weaknesses she possesses (including physical and mental Conditions and Tilts) and whether she’s under the grip of any strong emotions or supernatural influences/powers. If the information is used to manipulate the victim in the same scene, the Changeling gains a +3 to their Social dice rolls related to doing so.
Exceptional Success: The images give deeper insight on the information given, granting the Informed condition.
Failure: The Contract fails.
Dramatic Failure: The changeling gets a false or misleading vision about the target.
Darkling: The Darkling may instead spend a scene studying the target, which removes the target’s resistance to the roll.
Beast: The Beast gains a +3 on all attack rolls against the target if they utilize the weaknesses they uncovered in the same scene.
Ogre: The Ogre may ask for what the target’s greatest strengths are, both mundane and supernatural. The Ogre can make the first attempt to utilize their greatest strength against them in the same scene provoke a Clash of Wills.
Loophole: The changeling reveals one of their weaknesses to the target that they don’t know. This doesn’t have to be major, as it could just be “When I get stressed, I have the worst cravings for sugar.”
(inspired by Prey on Weakness from WtF and Uncanny Perception from VtR)
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and another homebrew Entitlement updated from 1e to 2e!
Hound Tribunal
Prerequisites: Wyrd 2, Subterfuge 2, Stealth 2, 3 dots of Brawl, Firearms, or Weaponry
Heraldry Token: Cloak of the Hound (• to •••••)
Upon activation, any attempt to notice the Hound takes (token rating) as a penalty. Any surprise attack made adds (token rating) to the attack roll. If lying about themself, add (token rating) to the Subterfuge roll.
Catch: The Hound is performing a task in service of someone else.
Drawback: The Hound suffers a -2 to all social rolls (besides Intimidation and Subterfuge) until the sun next crosses the horizon.
Judgement and Justice (••••)
Glamour gain
Enhanced new Specialty
Additional Thread
Two Additional Abilities
The Hound may spend 1 Glamour and 1 Willpower to mark a target by having touched, smelled, seen, or otherwise sensed a person or object. They can tell in what direction it lies, and gain the Rote quality to locate it. They can have (Wyrd/2) marks at a time.
Gain Untouchable, even if you don’t meet the prerequisites. Gain Anonymity (Wyrd/2). This stacks on top of any Anonymity the user may already have, as well as the benefit you get from being in a Hollow.
Touchstone: A mortal who has pledged themselves in service of the Hounds OR a mortal who is a target of the Hounds.
Curse: Clarity attacks suffered from harming the innocent add damage dice equal to ranks invested in this merit.
Beat: Whenever the Hound pursues justice in a way that would hinder himself or his motley, take a beat.
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one homebrew Entitlement updated from 1e to 2e!
The Magi of the Gilded Thorn
Prerequisites: Wyrd 2, Occult 2, Survival 2
Heraldry Token: Briarwood Staff (• to •••••)
Its mask looks like a simple walking stick, but its mein looks like a staff entangled with the Hedge’s thorns, always eager to return.
Upon activation, the staff may “mark” locations inside of the Hedge. When seeking marked locations, act as if you are on a Trod (token rating). This doesn’t penalize your Hedgespinning rolls, nor can others benefit from being on said Trod. You may mark up to (token rating) locations, while marking locations above the limit removes the oldest marked location.
Attempting to mark a hostile Hollow provokes a Clash of Wills.
Catch: Spend at least an hour inside of said location studying the local environment.
Drawback: Being in the Hedge for so long isn’t healthy. Gain the Withdrawn condition.
Wisdom of the Thorns (••••)
Glamour gain
Enhanced new Specialty
Additional Thread
Two Additional Abilities
Gain Hedge Sense, and gain 9-again when Hedgespinning or while navigating the Hedge, and to find Icons, food, shelter, and goblin fruit there.
You are immune to mundane and Hedge Environmental conditions and tilts of up to an Extreme Environment level of (Wyrd/2). This ability only protects against indirect damage, like heat and cold and minor hazards like hail. The Magi can still drown or be crushed by crashing waves.
Touchstone: A mortal whom you have frequently led out of the Hedge, despite your horror stories.
Curse: Clarity attacks suffered from seeing others suffer the perils of the Hedge add damage dice equal to ranks invested in this merit.
Beat: Whenever the Magi goes into the Hedge instead of the Ironside in a way that would hinder himself or his motley, take a beat.
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Thanks to you and other selfless gaming souls, Christmas has come early! :-)
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