Contracts

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General Contracts

These Contracts are available to any Changeling to learn.

Dream

Entering and shaping the dreams of others.

  • Pathfinder (•): Grants the ability to divine the nature of the local Hedge, finding Hollows, trods, paths, goblin fruit and the like. Intelligence + Wyrd
  • Forging the Dream (••): Allows the crafting of every detail of a dream a subject experiences. Wits + Wyrd
  • Phantasmal Bastion (•••): Allows the creation of arms and armor in the dreamscape. No Roll
  • Cobblethought (••••): Allows the extraction of an image or item from a target's recent dreams, which then appear in the waking world. Intelligence + Wyrd
  • Dreamsteps (•••••): May enter the dreams of one person physically, travel to the dreams of another and emerge in the waking world in that area. Intelligence + Wyrd

Hearth

Traditional fae blessings of fortune.

  • Fickle Fate (•): Minor curse inflicting a -2 penalty to target's next roll. No Roll
  • Favored Fate (••): Blessing that grants a +4 bonus to target's next roll. No Roll
  • Beneficent Fate (•••): Blessing that grants Success at target's next roll. No Roll
  • Fortuna's Cornucopia (••••): Blessing that grants 8-Again Quality on target's next roll. No Roll
  • Triumphal Fate (••••): Blessing that grants Exceptional Success on target's next roll. No Roll

Mirror

Altering one's appearance.

  • Riddle Kith (•): Alters the mien to appear as a member of another kith. Manipulation + Wyrd
  • Skinmask (••): Alters a portion of both Mask and mien to appear as that of another person. Stamina + Wyrd
  • Transfigure the Flesh (•••): Alters the Size of the wielder. Stamina + Wyrd
  • Oddbody (••••): Alters a bodily feature into something inhuman, gaining a benefit of some kind. Strength + Wyrd
  • Chrysalis (••••): Alters the body into the form of something else entirely, transforming into an inanimate object. Strength + Wyrd

Smoke

Powers of stealth and passing unseen.

  • The Wrong Foot (•): Change the nature of marks left by passage through an area. No Roll
  • Nevertread (••): Eliminates all traces of passage through an area. Intelligence + Wyrd
  • Shadowpatch (•••): Darkness congeals around the wielder, hiding him. Wits + Wyrd
  • Murkblur (••••): Smoky caul manifests before the eyes of a target, blinding him. Intelligence + Wyrd vs. Resolve + Wyrd
  • Light-Shy (••••): Renders the wielder invisible. Intelligence + Wyrd

Seeming Contracts

These Contracts are available to Changelings of the appropriate Seemings; other Changelings may learn them with a teacher.

Artifice

The Wizened talent for supernatural craftsmanship.

  • Brief Glamour of Repair (•): May perform a temporary repair on an object, even without tools or materials. Craft + Wyrd
  • Touch of the Workman's Wrath (••): May damage or disable an object with a touch. Larceny + Wyrd
  • Blessing of Perfection (•••): Bless an item to improve its function. Wits + Wyrd
  • Unmaker's Destructive Gaze (••••): May disable an object by staring at it. Presence + Wyrd
  • Tatterdemalion's Workshop (••••): May create useful items out of unlikely materials and tools. Craft + Wyrd

Darkness

The Darkling affinity for cunning nocturnal witcheries.

  • Creeping Dread (•): Causes target to become less resistant to fear or intimidation. Manipulation + Wyrd - Resolve
  • Night's Subtle Distractions (••): Avoid notice by increasing distractions. Stealth + Wyrd
  • Balm of Unwakeable Slumber (•••): Causes all sleeping targets to become nearly unwakeable. Manipulation + Wyrd vs. Resolve + Wyrd
  • Boon of the Scuttling Spider (••••): Grants the ability to climb along nearly any surface. Atheltics + Wyrd
  • Touch of the Paralyzing Shudder (••••): Causes target to shudder and twitch with terror, reducing physical capabilities. Presence + Wyrd vs. Resolve + Wyrd

Elements

The Elemental powers for commanding the elements to which they are bound. Contracts must be purchased separately for each type of element, though purchasing versions of Contracts already known costs half normal cost.

  • Cloak of the Elements (•): Grants protection against element, including immunity to weather associated with that element. No Roll
  • Armor of the Element's Fury (••): Creates defensive armor from element, damaging those who touch him. Dexterity + Wyrd
  • Control Elements (•••): Grant power to control and move element. Manipulation + Wyrd
  • Calling the Element (••••): Summon element from known location where element exists. Wits + Wyrd
  • Become the Primal Foundation (••••): Become a living manifestation of element. Manipulation + Wyrd

Fang and Talon

The Beast ability to emulate, speak with and command animals. Contracts must be purchased separately for each type of animal, though purchasing versions of Contracts already known costs half normal cost.

  • Tongues of Birds and Words of Wolves (•): Grants the ability to speak with animal type. Animal Ken + Wyrd
  • Beast's Keen Senses (••): Gain the special senses associated with animal type. Animal Ken + Wyrd
  • Pipes of the Beastcaller (•••): Gain the ability to summon animal type. Animal Ken + Wyrd
  • Tread of the Swift Hooves (••••): Gain the ability to use exceptional transportation method of animal type. Dexterity + Wyrd
  • Cloak of the Bear's Massive Form (••••): Gain the ability to turn into animal type. Manipulation + Wyrd

Stone

The Ogre blessings of might and brute force.

  • Might of the Terrible Brute (•): Gain increased Strength. Strength + Wyrd
  • Ogre's Rending Grasp (••): Reduces Durability of inanimate objects being rent or destroyed. Strength + Wyrd
  • Display Grandiose Might (•••): May increase Strength for non-combat purposes. Athletics + Wyrd
  • Gluttonous Feast of Health (••••): May heal damage through consumption of lots of food and drink. Stamina + Wyld
  • Red Rage of Terrible Revenge (••••): Enter a strength-increasing berserker frenzy. Resolve + Wyld

Vainglory

The Fairest mastery of supernatural beauty and splendor.

  • Mask of Superiority (•): Convinces a target that wielder is his social superior. Intimidation + Wyrd - Resolve
  • Songs of Distant Arcadia (••): Power which enchances performances. Expression + Wyrd
  • Splendor of the Envoy's Protection (•••): Dazzles mortals into not attacking wielder. Presence + Wyrd
  • Mantle of Terrible Beauty (••••): Terrifying beauty fills viewers with awe and fear. Intimidate + Wyrd vs. Composure + Wyrd
  • Words of Memories Never Lived (••••): Performance which warps the memories and recollections of audience. Expression + Wyrd vs. Composure + Wyrd

Spring Court Contracts

These Contracts are available only to Changelings with Mantle or Court Goodwill in the Spring Court.

Fleeting Spring

The Emerald Court powers over desire.

  • Cupid's Eye (•): Reveals the desires and passions of the target. Wits + Wyrd + Composure + Wyrd
  • Growth of the Ivy (••): Grants the ability to alter the nature of desires or the targets thereof. Manipulation + Persuasion + Mantle (Spring) - Resolve; requires Mantle 1 or Court Goodwill 3
  • Wyrd-Faced Stranger (•••): Grants the ability to appear as whomever the subject most desires to see at the moment. Presence + Subterfuge + Mantle (Spring) vs. Composure + Wyld; requires Mantle 2 or Court Goodwill 4
  • Pandora's Gift (••••): Creates an object desired by another. Wits + Craft + Mantle (Spring); requires Mantle 3 or Court Goodwill 5
  • Waking the Inner Faerie (••••): Causes the target to pursue his greatest desires, regardless of other considerations. Inteligence + Expression + Mantle (Spring) vs. Composure + Wyrd; requires Mantle 4

Eternal Spring

The Spring Court's Contract of growth and rejuvenation.

  • Gift of Warm Breath (•): Grants healthy energy to a target, alleviating hunger and fatigue. Resolve + Survival + Mantle (Spring)
  • New Lover's Kiss (••): Grants the ability to cause rain to fall from the sky. Intelligence + Survival + Mantle (Spring); requires Mantle 1 or Court Goodwill 3
  • Warmth of the Blood (•••): Grants the ability to heal injuries and soothe pain. Wits + Medicine + Mantle (Spring); requires Mantle 2 or Court Goodwill 4
  • Yesterday's Birth (••••): Endows a creature or living object with a season's worth of growth and nurturing in an instant. Medicine + Wyrd; requires Mantle 3 or Court Goodwill 5
  • Mother of All Deaths (••••): Causes nearby area to become very healthy and rise up in defense. Presence + Empathy + Mantle (Spring); requires Mantle 4

Summer Court Contracts

These Contracts are available only to Changelings with Mantle or Court Goodwill in the Summer Court.

Fleeting Summer

The Crimson Court's powers to manipulate wrath

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Eternal Summer

The Summer Court's Contract of heat and vigor.

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Autumn Court Contracts

These Contracts are available only to Changelings with Mantle or Court Goodwill in the Autumn Court.

Fleeting Autumn

The Ashen Court's powers to induce and ward against fear.

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Eternal Autumn

The Autumn Court's blessings of harvest and curses of withering.

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Winter Court Contracts

These Contracts are available only to Changelings with Mantle or Court Goodwill in the Winter Court.

Fleeting Winter

The Onyx Court's powers to invoke and control sorrow.

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Eternal Winter

The Winter Court's Contract of snow and ice.

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Goblin Contracts

These Contracts are dangerous, black-market illict powers which enact a price for every boon. They are usually purchased at Goblin Markets.

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