Game Errata

Merits:

Merits may be drawn from Changeling: the Lost Corebook, Oak Ash & Thorn Supplement, Chronicles of Darkness Corebook, & Hurt Locker within respect to the following errata.

Hurt Locker:

Defender (HL Pg. 42)

Removed

Empath (HL Pg. 42)

Removed

Object Fetishism (• to •••••) (HL Pg. 42)

Effect: Your character places immense trust and confidence in an object, often assuming it has mystical or otherworldly significance. He believes he’s tied inexorably to the object. Choose a Skill Specialty when taking this Merit; that Specialty must be tied to your character’s relationship to the object. Each chapter, your character gains an additional number of Willpower points equal to the Merit’s dots which may only be used on the chosen specialty outside of combat. If your character uses Willpower on a roll using that Specialty, any failure is considered a dramatic failure. However, exceptional successes occur on three successes instead of five. Your character cannot regain or use Willpower when separated from the object. Note: If the fetish object is destroyed or truly lost, it constitutes a breaking point, the dice pool of which suffers this Merit’s dots as a penalty.

Peacemaker (HL Pg. 42)

Removed

Scarred (HL Pg. 43)

Removed

Support Network (HL Pg. 43)

Removed

Boxing Style (HL PG. 47)

Removed

Iron Chin (HL Pg. 54)

Removed

Transfer Maneuver (HL Pg. 54)

Removed

Chronicles of Darkness:

Mental:

Investigative Aide (CofD Pg. 45)

Removed

Investigative Prodigy (CofD Pg. 45)

Removed

Professional Training (CofD Pg. 46)

All professions subject to ST approval.

•••• On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat.

Social:

Fast-Talking Style (CofD Pg. 51)

Salting (••••) and The Nigerian Scam (•••••):

Removed

Mystery Cult Initiation (CofD Pg. 51-53)

The potential Mystery Cults will be co-created by the STs and player.

Pusher (CofD Pg. 53)

Modified to Read: When fulfilling a character's known Vice or Virtue, add a +2 modifier to all relevant social rolls.

Retainer (CofD Pg. 53-54)

Effect: Your character has an assistant, sycophant, servant, or follower on whom she can rely. Establish who this companion is, and how he was acquired. It may be as simple as a paycheck. He might owe your character his life. However it happened, your character has a hold on him. A Retainer is more reliable than a Mentor, and more loyal than an Ally. On the other hand, a Retainer is a lone person, less capable and influential than the broader Merits. The Merit’s dot rating determines the relative competency of the Retainer. A one-dot Retainer is barely able to do anything of use, such as a pet that knows one useful trick, or a homeless old man that does minor errands for food. A three-dot Retainer is a professional in their field, someone capable in his line of work. A five-dot is one of the best in her class. If a Retainer needs to make a roll, and it’s within her field, double the dot rating and use it as a dice pool. For anything else, use the dot rating as a dice pool. This Merit can be purchased multiple times to represent multiple Retainers. A Retainer receives 3 Skills upon creation to define their fields of expertise and cannot enter combat.

Small Unit Tactics (CofD Pg. 54)

Removed

Spin Doctor (CofD Pg. 54)

Removed

Sympathetic (CofD Pg. 55)

Effect: Your character is very good at letting others get close. This gives him an edge in getting what he wants. At the beginning of a Social maneuvering attempt, you may choose to accept a Condition such as Leveraged, or Swooned in order to immediately eliminate two of the subject’s Doors. In Social Combat you may reflexively take a condition to change a regular success into an exceptional success.

Table Turner (CofD Pg. 55)

Removed

Takes One to Know One (CofD Pg. 55)

Effect: Normally, when Uncovering a Clue (see p. 79), your character suffers a -2 penalty if the crime aligns with his Vice. However, it takes a criminal to know a criminal, and your character has a deep-seated understanding of his particular weakness. Instead, take a +2 and the 9-again quality on any investigation rolls when the crime aligns with your character’s particular Vice. The successful investigation is considered fulfilling his Vice. When investigating a crime scene or criminal who’s Vice aligns with yours, receive the 9 again rule and a +2 Bonus to the roll. If the roll is successful, it counts as fulfilling your Vice.

Untouchable (CofD Pg. 56)

Untouchable is now a variable merit costing •, ••, or •••

Prerequisites: Manipulation •••, Subterfuge ••

Effect: Your character commits crimes, and is always a step ahead of pursuers. Because of his methodical planning, any roll to investigate him suffers the Incomplete Clue tag (see p. 80) unless it achieves exceptional success. a penalty to all rolls to investigate it equal to the cost of the merit.

Fighting Styles:

Heavy Weapons (• to •••••; Style)

Sure Strike (•): Your character doesn’t always hit the hardest or the most frequently, but she guarantees a deadly strike when she does hit. You can reflexively remove three dice from any attack dice pool (to a minimum of zero) to add one to your character’s weapon damage rating Armor Piercing 2 for the turn. These dice must be removed after calculating any penalties from the environment or the opponent’s Defense.

Supernatural:

At this time, we are not allowing Supernatural Merits.

Changeling:

Arcadian Metabolism (Pg. 111)

Effect: Your character is particularly well-suited to time in Arcadia and the Hedge. Maybe he was abducted at an early age and knows more of Arcadia than Earth, or he glutted himself on rare goblin fruit for the entirety of his captivity.

In the Hedge, increase his natural healing rates: Bashing damage heals at one point per minute and lethal damage heals at one point per day. Aggravated damage healing is unaffected. These goblin fruit have a beneficial effect on your physiology. When you eat a goblin fruit, you heal 1 Lethal damage or 2 bashing damage.

Court Goodwill (Pg. 112)

Effect: Court Goodwill represents a changeling’s in- fluence and respect in a court that isn’t his own. It allows him to have serious ties to as many courts as he likes, in addition to the one he has sworn magical allegiance to. This isn’t to say Court Goodwill is a purely social con- struct. This Merit covers both the mundane networking required of being part of a large social group and the fickle favor of whatever plays patron to a court. In this way, a changeling of the White Rose Court can use the benefits of the Red Rose Court’s Mantle, the Red Rose Courtier can be privy to the Blue Rose Court’s magic, and so on.

Each instance of Court Goodwill represents a specific court, but you may take the Merit as many times as there are courts available. For instance, a single changeling may have Mantle: Spring ••, Court Goodwill: Winter •, Court Goodwill: Autumn ••, and Court Goodwill: Summer •••. A character may not have Court Goodwill and Mantle for the same court.

A changeling gains access to a court’s Mantle effects at two dots lower than his dots in that court’s Goodwill. For instance, access to the abilities of Summer Mantle ••• requires Court Goodwill: Summer ••••• for any changeling without a Summer Mantle.

Dots in Court Goodwill also function like dots in the Allies Merit (p. 120), except that attempts to block another character’s Merit use fail automatically against a character with any Mantle dots in the same court. If you use Court Goodwill to block a character with a Court Goodwill rating in the same court, the rating of the blocker and actor both effectively drop by one until they make reparations to the court in question. This usually entails a rare gift, or an oath or service of some kind.

Finally, each court in which a character has Court Goodwill comes with a single dot of Mentor, a changeling who serves as the character’s court liaison and helps him understand its rituals, its customs, and its very essence. Work with the Storyteller to detail this character.

Enchanting Performance (CtL Pg. 113)

Poem (••)

When your character has successfully opened a Door using Expression for performance, she may spend a Glamour to open another Door immediately. Spend a glamour to have a persuasion check exceptional on 3 successes instead of 5.

Faemount (Pg. 113)

A character cannot have more than 3 Fae Mounts. Fae Mounts cannot be used for Falconry or K-9 Fighting styles.

Goblin Bounty (Pg. 115)

Effect: The Lost has access to a regular bounty of goblin fruit and oddments. She may personally cultivate them, or scavenge them from a secret place in the Hedge that only she knows about. There are two methods in which this merit may be used.

First, she has access to three times her dots in this Merit of points. The points may be spent on purchasing known fruit using the rarity values as cost, up to Rarity 5. At storyteller discretion, certain fruits will be unavailable. If She has 2 dots in this merit, she may select six Rarity 1 fruit, three Rarity 2 fruit, two Rarity 3 fruit, or one Rarity 4 fruit and one Rairty 2 fruit, etc. A character is limited to one Rarity 5 fruit by this merit.

Alternatively, a player may ask the storytellers to randomly generate a number of fruits equal to two times the rating of this merit. The fruit generated can be goblin fruit of any rarity, including ones the players have not seen before.

A list of all known Goblin Fruit can be found in the following document - https://docs.google.com/spreadsheets/d/1YjgeOF2JgMOWw486jvR-P4VYT0ZbZwtmS-oVZXmAz4k/edit?usp=sharing

Hob kin (Pg. 115)

Effect: Your character has established a kind of kinship with hobgoblins. It may be a matter of resemblance to a True Fae they fear, or something about his kith that encourages this behavior, but they show him a respect generally unheard of by the Lost. It isn’t much like the respect of friends or peers, but they treat him less ruthlessly than they do outsiders. Increase his starting impression with non-hostile hobgoblin characters by one level on the chart (p. 192) for Social maneuvering. All mundane social dice pools receive a +1 bonus. Additionally, if the character has a Hollow (below), he may take the enhancement Hob Alarm.

Noblesse Oblige (Pg. 119)

Prerequisite: Appropriate court Mantle •

Effect: Your character knows how to harness the power of his Mantle to inspire others. Any time your character is in charge of a group of people who share his court, either through Mantle or Court Goodwill, he can grant benefits to the group (but not to himself) for a scene by spending a Willpower point. The benefit conferred depends on the court. Here are examples from the Seasonal Courts:

Spring: The team’s Initiative rolls gain a bonus equal to the leader’s dots in this Merit.

Summer: The team’s Resolve-based rolls gain a bonus equal to the leader’s dots in this Merit.

Autumn: The team’s Contract rolls gain a bonus equal to the leader’s dots in this Merit.

Winter: The team’s Composure-based rolls gain a bonus equal to the leader’s dots in this Merit.

Everblack: The team’s Manipulation-based rolls gain a bonus equal to the leader’s dots in this Merit.

Redacted: The team’s Presence-based rolls gain a bonus equal to the leader’s dots in this Merit.

Redacted: The team’s Strength-based rolls gain a bonus equal to the leader’s dots in this Merit.

Drawbacks: Being the leader is not easy. It means that you are responsible for those under you and they look to you for guidance. Those under your character’s command gain a two-die bonus to Social rolls against him.

Parallel Lives (Pg. 119)

Effects: The changeling is deeply connected to his fetch. Each experiences occasional flashes of the other’s emotional state when something affects one of them strongly, and gains two bonus dice to use Empathy or magic to read the other’s intentions, or to enter his Bastion. By spending a point of Willpower, either can ride along with the other’s senses for a number of minutes equal to his Wyrd rating, losing his Defense and the ability to perceive the world around him as he does. Either of them can also spend a Willpower point to send a vague message via thought to the other; it comes across not in words, but fleeting impressions and snippets of images, and can only encompass fairly simple ideas. A fetch could warn his changeling of a Huntsman’s impending arrival, but without any detail about when or how. Likewise, the changeling could threaten his fetch’s life, but couldn’t make any specific demands. Whenever the fetch uses this connection to make the changeling’s life more dangerous or inconvenient, gain a Beat. Willpower.

Etiquette (CtL Pg. 122)

Removed

Entitlement:

4 Merit Dots. See the Entitlement Document for a list of all Entitlements.

New Merits

Mantle: Everblack (1-5)

Emotion: Compassion

Mein Description: Smog and soot surround the Changeling. They begin to smell of all of the trapping of the Industrial Age; sweat, soot, iron and coal. The air becomes heavy, warm and humid. The colors of the changeling seem to dull to more drab colors, easily replicable uniform colors. At higher mantles, bark and black pine needles begin to grow on exposed skin.

Regain a point of glamour when your help take on another's burden without asking for compensation.

Gain bonus dice equal to your character’s Mantle dots to mundane survival rolls to navigate the Hedge

Gain bonus dice equal to your character’s Mantle on mundane Social rolls to close or uphold an above-board business deal.

Once per scene, regain willpower when you or someone you observe takes clarity damage, regain two if its lethal clarity damage

Gain the Hob Alarm bonus to one Hollow of your choice. This does not count against your Hollow Merit points and incurs no goblin debt

Once per Chapter, spend one glamour to distribute your dots in a single skill to a number of allies up to your dots in the skill. No changeling can have more than Trait Maximum+2 from this effect. You lose these dots until the end of the scene, upon which everything returns to normal.

Mantle: Dawn (1-5)

Emotion: Hope

Regain a point of glamour when your actions inspire others to change the foreseen outcome..

Gain bonus dice equal to your mantle on mundane persuasion rolls to inspire change in a person

Once per Scene, spend a glamour to gain a bonus equal to your mantle dots to any one mundane roll in which the changeling is focused on.

Spend a point of Willpower to gain the Inspiring merit even if you lack the prerequisites, if you already have the merit gain a +3 to the roll. This effect ends at the end of the scene.

Whenever you attempt a mundane social roll against another changeling, you may spend 1 glamour to take the check again. This second check must be used even if the first was better.

Gain an automatic success on all checks to instill hope in a hopeless person.

Mantle: Dusk (1-5)

Emotion: Fatalism

Regain a point of glamour when your actions inspire others to carry on despite the outcome.

Dusk always had the inner strength to carry on, knowing that their end was going to be an explosive one. Gain a +4 Bonus on checks, instead of +3, whenever you spend a Willpower.

The Dusk Soldier can march through anything, even the ire of the Elements. Reduce all penalties associated with environmental tilts by 1 per Dusk Mantle. This has no effect one Environmental tilts caused by Contracts.

A Dusk courtier is always bolstered in his ability to endure hardship. Spend a point of Willpower to gain the Iron Stamina Merit for a chapter.

The Power of Dusk makes it harder for you to be swayed. After any mundane social roll is done against you, you may spend 1 glamour to redo the check again. You must accept the second value.

The unconscious mind is a curious thing, but the Court of Doom can act through it. Once per scene, if you are knocked unconscious from Bashing or Lethal damage, you can make one more action before actually going unconscious. If your right most health box is filled with aggravated damage, you get one action before dying.

Oaths:

Creating Oaths

Oaths can be done in three categories. Societal Oaths are those sworn to the Courts and the Freehold. Personal Oaths are sworn between Motleys and Individuals. Hostile Oaths against another are sworn to the Wyrd. Each group has limits on the Benefits and Consequences that can be applied, as discussed below.

Societal Oaths

Freeholds and Courts

The Freehold Oath is limited by the amount of Courts bound to it +1. Each Court provides its Bargain, but additional blessings can be applied. Some Sample ones are below. Other options must be discussed with the STs but should roughly align with the below examples.

Benefits:

For a freehold, the changeling becomes a recognized part of the local supernatural landscape; the player receives a +1 to all rolls to navigate the Hedge wherever the freehold controls it.

Spring: All changelings gain 1 dot in either Allies, Contacts, or Resources

Summer: All changelings gain +1 to all social rolls to negatively interact with Hobs

Everblack: All changelings are recognized by the Hobs and gain +1 to all social rolls to positively interact with Hobs

Winter: All changelings gain +1 to speed

Consequences are equally limited. Breaking your Freehold Oath inflicts the Oathbreaker Condition, removes all benefits and inflicts the chosen consequences. Other options must be discussed with the STs but should roughly align with the below examples.

A penalty to all Contract rolls within the lands held by a forsworn leader (−3 is usually appropriate).

The character gains the Sick Tilt (p. 331) during the season of the court he betrayed.

Note: Leaving a Court for another Court can be found on page CtL 112 and is not considered a broken oath.

Personal Oaths

Personal Oaths are sworn between two or more changelings, but are usually divided into two categories. Motley oaths are sworn between a group of like minded changelings while individual oaths are sworn between two changelings. Only one Individual Oath can exist between any two Only one Individual Oath can exist between any two parties at a time.

Each Changeling can be in one Motley. A motley must consist of at least three changelings.

Motley Oaths can have a number of benefits equal to the number of changelings involved +1, up to a maximum of 5 benefits.

Individual Oaths on the other hand, only can choose one benefit for both people. (Additional benefits may be created with Storyteller approval)

Benefits:

Once per chapter, they can treat a Contract roll as a teamwork action (p. 190). All participants must possess the Contract for this to work.

Those involved in the oath can meditate for one turn, and distribute their collective Glamour evenly among the members; the Wyrd consumes any leftover Glamour as a tithe.

Once per chapter, when representing the motley, a member can use the highest relevant Social Skill possessed by any member and apply the effects of any Merit or kith blessing present in the group. The character doesn’t need the motley’s permission when representing them, but any consequences for that character’s action come down upon the motley as a whole.

Once per chapter, one member can suffer an injury on behalf of the other. The changeling doing so suffers all damage that his partner would have, and cannot reduce this damage through armor, magic, or any other means.

One member can suffer a Condition or Tilt meant for the other. This has to be decided when the Condition or Tilt is levied (if an attack blinds a character, that character’s oath-mate can’t take the Blind Condition the next day), but the two changelings don’t have to be in the same place for this effect to happen. This doesn’t grant immediate, detailed knowledge of the other characters’ situations, but the changeling does consciously make the decision to take on the Tilt. For example, if one changeling is fighting with some briarwolves and would suffer the Arm Wrack Tilt, a motley member miles away could feel the wounds start to appear and choose to take on the injury herself, but she wouldn’t know where her friend was or what manner of danger he was facing. Changelings can’t suffer Clarity Conditions on each other’s behalf.

Once per chapter, the changelings can choose to swap their Glamour or Willpower pools. This doesn’t affect their Willpower dots or maximums, merely the points. Once swapped, the changelings are stuck with those new ratings until they naturally rise or fall (or until the next chapter, when the characters can swap them again).

Changelings bound by an Oath can always find each other. If one is in the depths of the Hedge, hiding in a new city, or even, some say, among the dead in the Underworld, the other party can seek him out. This doesn’t change the time required or the trials endured to seek out the other member, but the oath allows unerring tracking.

Additional Subject to ST approval

Guidelines: A 1 point general merit or a specialty in a skill.

Consequences:

Social penalties or the Notoriety Condition (p. 343) with members of the betrayed group or court.

Feeling the pain of one’s former friends; any wound penalties a former motley member suffers also apply to the oathbreaker, to a maximum of −3.

The character suffers a −3 to Initiative (p. 182) if he enters an action scene against a member of his former motley.

Breaking a formal oath is a breaking point for changelings (p. 104), so some motleys simply let Clarity sort out the consequences.

Additional Subject to ST approval

Guidelines: Reversal of benefits, non-persistent physical conditions.

Hostile Oaths

Hostile oaths indicate undying enmity between two parties. Once the oath is sworn, the participants must remain enemies. Hostile oaths usually don’t last very long, as the characters swearing them often fight to the death shortly after doing so. Hostile oaths don’t carry much in the way of mechanical benefit, except that a character involved in one never suffers a clarity breaking point when defeating their enemy. A participant gains a point of Willpower during any scene in which he wounds or inconveniences his enemy.

Violating a hostile oath is rare, since, again, they don’t tend to last long enough. It does happen, though, that in the midst of a fight, a changeling has a change of heart or learns some heretofore-unknown piece of in- formation that renders the enmity moot. The Wyrd, of course, does not care. The changeling must carry out the letter of the oath, or become marked as an oathbreaker.

Contracts:

Current Contracts

Mask of Superiority (Common) (CtL Pg. 128)

Fairest: Reduce all starting Doors by one for purposes of any Social maneuvering the changeling initiates on affected characters. All contested and resisted social rolls of the affected characters suffer a one die penalty while this contract is in effect.

Mastermind’s Gambit (Royal) (CtL Pg. 130)

Effects: The changeling speaks aloud to himself, revealing his darkest fears and desires to the air. He weaves a concrete goal into his monologue, such as “embarrass the Duke of Barrington in front of the Court,” or “break into the Queen’s library,” and his words turn into ideas and parchment. This instant action takes at least five minutes to complete. By the time he stops speaking, the changeling has created a plan or reposi- tory (p. 196) pertinent to his goal that counts as equip- ment granting a +5 bonus. It lasts until the end of the chapter or until the plan definitively succeeds or fails, whichever comes first. You cannot have more repositories than your Wyrd.

Elemental: The Unbound can spend a point of Willpower to make a single repository last for the story their Wyrd in months, giving him more time to use it and expanding its scope to encompass one Mental Skill Specialty he possesses. The information in this repository shapes itself to fit his elemental affinity: a fire that spells letters as he reads along, or books made of leaves.

Changeling Hours (Royal) (CtL Pg 134)

Only unattended items may be targeted; if the object is being worn or manipulated by another it cannot be targeted.

Reflections of the Past (Royal) (CtL Pg 138)

He must specify the time by at least date (either fixed or relative to the present), and whether it was day or night; or he can specify an event as long as he knows some of the details at least three specific relevant details, such as “when the Ogre beat up Jack.”

Riddle-Kith (Royal) (CtL Pg. 139)

Darkling: The Darkling’s target can truly become the kith she impersonates.They lose the mechanical benefits of her own kith, and receive those of the false kith. If the Darkling has researched the kith before, the target can lose the mechanical benefits of their current kith in trade for their new apparent one.

Unravel the Tapestry (Royal) (CtL Pg. 139-140)

The changeling unravels time and fate, altering the immediate past to fit his own whim

Cost: 2 Glamour + 1 Willpower

Dice Pool: Wits + Occult + Wyrd - Attacker’s Wyrd

Action: Reflexive

Duration: Instant

Roll Results

Success: Replay the last 10 seconds, or go back to the top of the Initiative roster one full turn ago in action timing. The changeling may change his actions. All other characters, except those who used a similar power, retake their original actions. For example, the character was hit with an axe and took damage, prompting him to invoke this Contract. This time, he successfully Dodges. His attacker still swings the axe (and misses), as she did not expect him to step back. This Contract activates automatically if the character’s dies right most health box is filled with lethal/aggravated damage and the character can pay its cost. The character may also activate this contract after taking any damage. The character manages to find a way to slip through the cracks, nullifying the damage that would have injured them. If he lives this time, He gains the Spooked Condition as he remembers the injury or being dead. If he dies again, he’s out of luck — the Contract can only self activate once per story Chapter.

Exceptional Success: The changeling’s player gains the 8-again quality on any mundane rolls he makes during the next turn

Failure: The Contract fails.

Dramatic Failure: Reality and false visions bleed into each other, and the changeling gains the Insensate. If he acts again this scene in action timing, he automatically has the lowest Initiative. If this contract was activated automatically due to a character's right most health box being filled with lethal or aggravated damage the dramatic failure instead reads. See ST.

Darkling: The Wisp may take a reflexive action to move up to his Stealth rating in yards/meters, immediately after enacting this Contract

Wizened: Acting with impossible precision and speed, the Wizened gains one surprise attack against any viable target, if he wishes.

Loophole: The changeling is unaware of the attack.

Whispers on Morning (Royal) (CtL Pg. 143)

This cannot be used to enter a mystically shielded place such as a Hollow or supernatural equivalent that can bar entry. Once you have entry permissions (either from the owner or a contract like Hostile Takeover), this contract functions as normal.

Leaping Towards Nightfall (Royal) (CtL Pg. 146)

Success: The changeling can send an object up to Size 10 or a character forward in time. The target instantly vanishes and reappears at the predetermined time in the same location, conserving momentum if it was moving. If something else occupies that spot, the target appears next to it instead. No time passes for the target. Sentient beings can contest this Contract. The changeling determines how far into the future he sends the target. Living Targets can be sent to a maximum of turns equal to net  successes while non living targets can be sent to a maximum of days equal to successes rolled to invoke Leaping Toward Nightfall, items held or worn by another resist with the same dice pool as the owner

Darkling: Upon arrival in the future, the target doesn’t remember the scene in which the Mountebank invoked this Contract. This effect is permanent unless reversed through supernatural means, which triggers a Clash of Wills against the changeling. Supernatural Characters gain the Amnesia condition about the scene for a month.

Waking the Inner Fae (Royal) (CtL Pg. 153)

Success: The changeling presents the wreath as a gift to his target, who accepts it and puts it on. It immediately van- ishes from sight, but the target gains the Wanton Condition. Once per scene for the rest of the current story chapter, whenever the changeling successfully tempts the target into doing some- thing, he regains a point of Willpower. He may only have one designated target from whom to gain Willpower at a time.

Fiery Tongue (Royal) (CtL Pg. 155)

The changeling’s angry words can break bones and rend flesh. She rebukes her target, swearing by the Summer itself that he is incompetent and a fool.

Cost: 1 Glamour + 1 Willpower

Dice Pool: Presence + Intimidation + Mantle − Resolve

Action: Instant

Duration: Instant

Roll Results

Success: The power of the changeling’s rebuke inflicts her rolled successes as points of bashing damage, or lethal against fae beings. It also removes two Doors in Social maneuvering, but worsens the target’s impression of the character to hostile immediately The target’s vice becomes Wrath and they must roll Resolve + Composure to resist indulging in their vice. If the target’s vice is already wrath they suffer Mantle dots in a penalty to the roll.

Exceptional Success: The changeling’s rebuke deals lethal damage instead, or aggravated to fae beings.

Failure: The Contract fails.

Dramatic Failure: The changeling’s tongue ties itself up in angry knots, and she gains the Mute Condition, which resolves at the end of the scene.

Loophole: The changeling verbally asserts dominance over her target. She can invoke her higher court standing, her superior crocheting skills, or her first-edition Harper Lee novel, which he doesn’t have. Whatever she bases her claim on must be true.

Winter’s Curse (Royal) (CtL Pg. 161-162)

The Winter Courtier knows the best way to keep her enemies at bay is to make them stop caring, freezing their hearts until they have no fellow feeling, even for their closest friends. She must touch an opponent to use this Contract (p. 184). Huntsmen who bear Fae Titles in place of hearts are immune.

Cost: 2 Glamour + 1 Willpower

Dice Pool: Presence + Survival + Mantle vs. Resolve + Wyrd

Action: Contested

Roll Results

Success: The target’s heart is frozen solid. He can’t participate in teamwork actions, spend Willpower, gain Willpower through his Thread or Virtue (or equivalent anchor), or suffer breaking points. He cares nothing for his allies or his Aspirations, abandoning them immediately. No bonuses or penalties can be applied to social rolls against the target. The exception is the changeling herself gains bonus dice equal to her Mantle on Social rolls against him. If the target would suffer a breaking point during the Contract’s duration, it catches up to him afterward.

Exceptional Success: The changeling may also choose one other character present in the scene and inflict a penalty equal to her Mantle rating on that character’s Social rolls against the target. They now treat the target as a potential enemy as the contract’s magic forces them to give the cold shoulder.

Failure: The Contract fails.

Dramatic Failure: The changeling freezes her own heart instead, gaining the Stoic Condition.

Loophole: The changeling swallows an ice cube whole right before invoking this Contract.

Goblin’s Luck (CtL Pg. 163)

Goblins aren’t always content, but they are lucky — and the changeling may use some of this luck.

Cost: 1 Glamour

Dice Pool: None

Action: Instant

Effects: The changeling bought a wishbone from a goblin. They broke it and the goblin got the bigger half, but even so he’s been exceptionally lucky since. He can make a random guess when a finite number of possibilities exists, and it pays off: He wins $25 on a scratch ticket, or picks the right street of four his quarry might have fled down. This Contract only grants small instances of luck. This power can only affect non-contested and non-resisted rolls that have a finite number of outcomes.

Loophole: The character freely extends this Contract to also benefit an unfriendly rival or enemy.

New Contracts

Everblack Contracts:

Common

Eye for an Eye (Common)

Description: What was given unto you can be restored in kind

Cost: 1 Glamour

Dice Pool: Stamina + Occult + Mantle vs. Stamina + Wyrd

Action: Reflexive

Success: When a Tilt is applied to your character, you may reflexively activate this Contract to apply the same Tilt back to them.

Exceptional Success: You may also reflexively apply all damage taken as bashing damage to the attacker along with the Tilt.

Failure: No effect

Dramatic Failure: You take your Wyrd in Bashing

Loophole: Any form of the Blinded Tilt

Many Hands (Common)

The work is simpler when more people pitch in to assist.

Cost: 1 Glamour

Dice Pool: N/A

Action: Instant

Duration: Scene

When activated, the Changeling subconsciously reaches out to others and they can now assist each other by mere proximity, making any non-combat action a teamwork action. The people assisting must be within Mantle yards.

Loophole: This is being done in the Hedge outside of a Hollow

Will of the People (Common)

To know the mind of the mob is to know how to go with the crowd or perhaps have the crowd move with you.

Cost: 1 Glamour

Dice Pool: Composure + Empathy + Mantle - Highest available (Resolve + Wyrd)

Action: Instant

Success: For each success, you can apply one of the listed Conditions below to a member of a crowd within Wyrd x3 yards of yourself. This contract can only be activated when the changeling is part of a crowd of at least 5 people. Possible conditions: Reckless, Shaken, or Steadfast

Exceptional Success: As above, yet with more successes to divide.

Failure: No effect

Dramatic Failure: The crowd gains the Beserk Condition

Loophole: No one in the crowd knows any of your names.

Prospective Glance

In the beginning the Trees were merchants and so they learned to read the benefits that someone would bring to their table.

Cost: 1 Glamour

Dice Pool: Wits + Socialize + Mantle - (Composure + Wyrd)

Action: Instant

Success: Learn the targets Highest rated Attribute and Skill. If there are multiple tied at the same value you will learn one of each (target’s choice). In addition learn any conditions tied to those skills if they are present.

Exceptional Success: Learn the Current Wyrd and Clarity values of the target as well.

Failure: The character’s abilities are a mystery

Dramatic Failure: While you were reading them, they were reading you. The target learns your Highest Attribute and Skill

Loophole: The target is seeking advice or counsel.

Royal

The Center Cannot Hold (Royal)

When tyranny stands before the will of the people, its works will fall to ruin before their might

Cost: 2 Glamour

Dice Pool: Resolve + Occult + Mantle vs Resolve + Wyrd

Action:

Success: Nullify an active contract or power from another template.

Exceptional Success: The same contract or power cannot be activated for (Wyrd) turns.

Failure: The contract remains unaffected

Dramatic Failure: Your mask shatters, revealing you to everyone. If you are in the hedge, you suffer (Wyrd) Bashing damage instead.

Loophole: This contract is used to nullify the effect of another Seasonal Contract.

The Pebble and the Avalanche (Royal)

When the People are in need, many hands will arrive to assist them in their goals.

Cost: 2 Glamour, 1 Willpower

Dice Pool: Manipulation + Socialize + Mantle - Dots of desired Allies

Action: Extended, Five successes per dot of Allies

Success: Until the sun next rises, mortal connections bend to your whim, forcing the creation of an organization whose goal is stated upon creation

Exceptional Success: The Wyrd reinforces the group’s existence. You may buy this group with experience as either Allies or Contacts.

Failure: Nothing happens and this may not be attempted for the next 24 hours.

Dramatic Failure: The crowd turns on its creator with a driving goal of seeing the creator’s life come to ruin.

Loophole: The Contract is used with the goal of finding or creating food.

Suffer No Compromise (Royal)

The Gentry have learned that things can be paid for in more than just words and promises. They can be paid for in mind, body, and spirit.

Cost: 2 Glamour, 1 Willpower

Dice Pool: N/A

Action: Reflexive

Effects: The character can reflexively choose to suffer no consequences for breaking a pledge for one round. Should the Changeling need to sidestep the consequences, the Wyrd lashes out and inflicts 1 aggravated wound in the form of a cut or burned tongue. The pledge comes back into effect the round after and the other pledge holders are not aware that the pledge was broken.

Loophole: The character is breaking a pledge in order to preserve the integrity of another’s pledge.

The Needs of the Many

The Black Trees provide for the people even in the times of famine. The people who support the Everblack shall in turn be provided for.

Cost: 2 Glamour, 1 Willpower

Dice Pool: Presence + Occult + Mantle

Action: Instant

Success: Up to your success in Targets each recover 2 glamour.

Exceptional Success: Targets gain 3 Glamour instead.

Failure: Nothing happens

Dramatic Failure: You give in too deeply; the Wyrd takes everything you have. Lose all of your glamour.

Loophole: Each person affected is of a different Court Mantle (Courtless count as “Courtless” for this purpose).

Dawn Contracts

Common

See the Inner Light (Common)

Changelings are still human on some level and so they lie, cheat, and hide their true motivations. Yet if the Dawn Courtier is ever to help them in their goals, they must have a true understanding of others motives.

Cost: 1 Glamour

Dice Pool: Wits + Empathy + Mantle (Dawn) vs target’s Composure + Wyrd

Action: Instant

Success: The changeling learns an aspiration most closely aligned with the character’s current actions

Exceptional Success: The changeling learns a random second aspiration.

Failure: The target’s aspirations are unknown

Dramatic Failure: The changeling learns an incorrect aspiration.

Loophole: Within the past hour, the target has made a promise to the changeling which the changeling has not sealed.

Judge the Strands (Common)

No man is an island. When decisive action must be taken, knowing the relationship between those involved can help to minimize potential unexpected backsplash from said action. Being able to sense where one's allies or enemies exist is even more helpful. A changeling with this clause can perceive and interpret the relationships of those around him, as represented by a web of ethereal threads perceivable only to him.

Cost: 2 Glamour

Dice Pool: Intelligence + Investigation + Mantle - subject's Composure + Wyrd

Action: Instant

Success: The character perceives the connections between the target and those presently around him as translucent threads that run between them. This effect lasts only for a single turn, and the amount of information gleaned is equal to the number of successes achieved. The relationship threads brought to light by the use of Read the Web represent the connection between two individuals in a visible fashion. Read the Web gives the character using it the ability to see and understand the relationship threads connecting his target with others present at that time. The changeling can choose to gain one piece of information about a thread between his target and any other person present. The first success is enough to tell if there is a relationship thread present between the target and one other individual present. If more successes are achieved, the changeling can either note the existence of threads between the target and other individuals, or garner more details on the first thread noted (assuming that a thread exists.) Relationship threads grow in dimension over time, so the bonds between two individuals who have just met might be as narrow as a spider's web, while those between Lost who shared decades' worth of a durance together might appear as a thick rope. One trait the changeling can look for is the thickness of the thread, from which he can garner a general idea of whether the target has known the other individual for a long time or is a recent acquaintance. As with all information garnered using this clause, the data is general. A lifelong acquaintance will obviously be thicker than newly-met individuals, but exact months, or even years of time are impossible to tell. Other traits that can be learned from a relationship thread are the intensity and general emotion felt by the target for the person on the other end of the thread. Different relationship types are represented visually through different colors. Romantic love glows a bright and healthy pink, with lust and passion tinting the connections into the burgundy range. Anger or hatred flares a jarring orange, while loathing or distaste falls into the icy blue-white range. Bland or casual acquaintanceships are represented by threads that are likewise bland and dull in color, whereas intense emotions (positive or negative) appear vibrant or even luminescent. Oathbound individuals' ties to another person are woven through with tiny red decorative threads, with the ornamental threads being thicker to reflect weightier oaths. Note that this clause shows only the general feelings of the target for the person on the other end of the relationship thread, not the other person's feelings for them. While some relationships will be equal in both directions, if a stalker who is obsessed with someone was the target, his thread might show a bright and loving thread for his object of admiration. On the other hand, if the object of his admiration was the target, her thread to him might show apathy or distaste. Examples of information gleaned include but are 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.

Exceptional Success: As per a success, however the number of pieces of information gleaned is twice the number of successes.

Failure: The changeling is unable to perceive any relationship ties between the target and others.

Dramatic Failure: The character misreads the relationship threads between the target and other individuals. This could manifest as if no web existed, or in a wholly inaccurate set of readings.

Loophole: The changeling shares a pledge with the target.

Fool’s Luck

The Dawn Court does not promise success, but it does promise the possibility of success. When The Courtier sees others failing, they can extend the potential for success to them for a price.

Cost: 2 Glamour + 1 Willpower

Dice Pool: Composure + Occult + Mantle vs Resolve + Wyrd

Action: Reflexive

Success: Before determining the effects of success or failure, the changeling activates the Contract. The target of the contract must reroll with a bonus or penalty equal to the Dawn Courtier’s Wyrd. This can only affect someone once per scene.

Exceptional Success: The target can be targeted a second time in the same scene

Failure: The original pull stands

Dramatic Failure: The Wyrd responds against you, twisting luck to harm the changeling. Take your Wyrd in bashing damage. Armor can soak this, but it always inflicts at least 1 bashing

Loophole: The changeling purposefully shatters a mirror.

Royal

Tenacity of Hope

Sometimes what people truly need is a chance to change. Both those that have fallen low and those that have had great luck can sometimes benefit from being brought back to their base form.

Cost: 2 Glamour, 1 Willpower or 3 Glamour, 2 Willpower

Dice Pool: Resolve + Occult + Mantle vs Resolve + Wyrd

Action: Instant

Success: Nullify the effects of all active conditions on another character for the scene. This has no effect on the following conditions; Dream Assailant, Dream Infiltrator, Dream Intruder, Embarrassing Secret, Hunted, Oathbreaker, Obliged. In order to nullify Persistent Conditions and additional glamour and Willpower must be spent.

Exceptional Success: Remove the conditions instead.

Failure: The contract remains unaffected

Dramatic Failure: The contract breaks and some of the magic backlashes. You suffer one condition of the Storytellers choice for 24 hours.

Loophole: The changeling has sworn an oath of hospitality to the target.

Hope Springs Eternal

The Court of Hope will not see another give into despair. Blessing their target in some way, the Dawn Courtier sacrifices a bit of themselves to bolster another.

Cost: 2 Glamour, 1 Willpower

Dice Pool: N/A

Action: Instant

Success: The target immediately regains 1 Willpower, which can go above their maximum. Willpower is reset when the sun next rises. Further, the Dawn Courtier can instill a second hidden willpower. They choose either active or passive will. If Active is chosen, the next roll the target makes, this scene, gains extra dice as if they have spent a willpower. If passive is chosen, the next time they are targeted with something requiring a resistance trait this scene, it is bolstered as if they have spent willpower.

Exceptional Success: As above but the hidden willpower lasts 24 hours.

Loophole: The target has no points of willpower remaining.

Lend Me Your Ears

Hope is a fragile thing, but when the flame of change burns in the hearts of many the power can only grow. The changeling gives a speech or performance, such as a song or play, which profoundly affects the minds of listeners within 50 yards of the changeling. Although the changeling can augment her voice with a microphone, videos or recordings do not contain the fae magic present in the actual in-person performance. Once the character succeeds in preparing the audience, she can begin weaving a speech or other performance that warps their memories and supercharges their emotions.

Cost: 3 Glamour + 1 Willpower

Dice Pool: Presence + Expression + Mantle vs. the subject's Composure + Wyrd

Action: Extended and Contested (five successes; each roll represents one minute). If the changeling has not achieved the needed number of successes in a number of rolls equal to her Presence + Expression, the audience loses interest. One contested roll may be made reflexively for a crowd based on the highest Composure present. Supernatural targets may make their own resistance rolls.

Success: The character tells, sings or demonstrates an emotionally charged story. Listeners fall into a light dreamlike trance. The events of this story affect them deeply, and they remember the events being described either as having happened to them or as something they personally witnessed or heard from a trusted friend. The audience reacts to the described events as if to vivid reality, but will not likely take any action they would not normally perform under strong provocation. The changeling cannot control how the audience reacts to their new memories. The effects of this performance last until the sun next rises. A crowd verging on riot told a story about how the events angering them have a reasonable explanation will likely calm down and disperse. Similarly, the members of a peaceful community meeting could be moved to mob violence if told that a neighbor is secretly a serial killer plotting to kidnap and kill their children.

If the people listening are attacked while the performance is still ongoing, the effect ends.

Exceptional Success: The performance so completely touches the audience's hearts that they follow any simple and not obviously foolish or suicidal suggestion that the changeling makes about how to react to the story.

Failure: The performance is uninspired and has no effect on listeners.

Dramatic Failure: The audience turns hostile. Those who are so inclined may turn to violence.

Loophole: The changeling is attempting to convince the audience of something that she believes to be factually correct.

Dusk Contracts

Common

Babel's Curse

Communication is based on a carefully crafted set of common understanding, symbolism and meaning. An utter breakdown of one's ability to give and share information is a devastating blow.

Cost: 1 Glamour

Dice Pool: Intelligence + Expression + Mantle (Dusk) - Resolve

Action: Instant

Success: The targeted individual is unable to communicate in any manner for a number of turns equal to the changeling's successes. This includes verbal, written, physical or supernatural means. It is not simply a matter of losing one's voice or forgetting how to write; the shared basis for communicating ideas breaks down for the target, leaving them able to speak words, write letters or use gestures, but not in such a way that they have any meaning for those around them. The most fundamental of communications: A shout of alarm, a cry of pain or a joyful laugh can be communicated. Anything more complex is scrambled until its meaning is lost entirely.

Exceptional Success: As with an ordinary success, however, for the duration of the Contract the targeted individual can also not understand any written, verbal, physical or supernatural communication more complex than the fundamentals expressed above, effectively shutting off communication entirely as long as the Contract is in effect.

Failure: The Contract has no effect.

Dramatic Failure: The Contract backfires, and the changeling suffers from the effects of Babel's Curse for the next 24 hours.

Loophole: The changeling writes the target's name or commonly-used nickname on a piece of paper and tears it into tiny pieces.

Sense The Inevitable Doom

The changeling invoking this clause is able to sense disaster headed his direction. His sheer certainty that something bad will without a doubt befall him becomes not paranoia, but a supernatural sensitivity to the many dooms lying in wait.

Cost: 1 Glamour

Dice Pool: Wits + Occult + Mantle (Dusk)

Action: Instant

Success: The character's acceptance that bad things will happen to him gives him the ability to react to them faster when they do. After successfully activating this Contract, the changeling receives the benefit of the Danger Sense Merit for the scene. If he already possesses the Danger Sense Merit, the normal +2 modifier becomes +4 for the duration of the Contract. As well, when entering into an inherently dangerous situation with the Contract activated (even one which does not involve an impending ambush) the Lost experiences an uneasy feeling. The Contract gives no indication of the nature or source of the danger, but it does grow somewhat stronger should the Lost continue towards a dangerous Fate. This power is not specific enough to determine which wire is connected to a bomb and which is not, for example, but might be used to warn a changeling that opening or passing through a certain door is more dangerous than remaining in the room or going back the way he came.

Exceptional Success: As per a success, but the effects last for a 24-hour period.

Failure: The changeling's senses are unaltered.

Dramatic Failure: The changeling's fatalism reaches paranoid levels, effectively undermining his ability to sense potential true danger. For the next 24 hours, all Perception rolls he makes suffer from a –2 penalty. This penalty is cumulative, if he suffers multiple instances of dramatic failure while making attempts to activate this Contract.

Loophole: The changeling has consumed at least a serving of caffeinated beverage within the last hour.

Once more, Unto the Breach

The Glacial Court knows there is but one end, but they also refused to surrender to it. They will endure for as long as they must to achieve their objectives. Sometimes those objectives involve others and so they can rally people to march with them. They tell a story of a bleak situation and how they met that fate to the others, inspiring them to go on.

Cost: 1 Glamour, 1 Willpower

Dice Pool: Presence + Expression + Mantle

Action: Extended (5 Successes per target; each roll represents one minute)

Success: Every target gains 1 reroll they can use anytime during the current chapter. A character can only be affected by this contract once a chapter.

Exceptional Success: Standard exceptional successes for extended actions

Failure: Nothing happens

Dramatic Failure: Your confidence in yourself and story begins to waiver as they get lost in their story and the inevitability of death. Gain the Distracted condition for the next hour.

Loophole: The story is one about the changeling which has yet to be told.

Royal

Unmaker's Destructive Gaze

The character stares hard for a moment at a vehicle, weapon or device, causing the object to cease working until the user unjams or restarts it.

Cost: 2 Glamour

Dice Pool: Presence + Crafts + Mantle

Action: Instant

Success: When the changeling stares directly at a vehicle, weapon or other device within 20 yards, she causes it to briefly cease working. A car might stall, a gun jam or a computer crash. The user must spend a full turn making a normal repair roll (typically Intelligence + Crafts) with the object to restart, unjam or otherwise get it working again. The number of successes on the changeling's roll acts as a penalty to the user's roll. On a failure, he has not succeeded in unjamming the device but may attempt again on the next turn at the same penalty. No specialized skills, tools or spare parts are needed to restart the device. This Contract works equally well on items that have no moving parts, such as knives, which experience minor, easily repairable damage, for example, having their blade to slip from their handle that renders the item useless until repaired.

Exceptional Success: The changeling's glance causes the vehicle, weapon or other device to need minor repairs or adjustments before it can be used again. These repairs require 10 successes on an extended action, with one roll being attempted once every minute. Repair rolls suffer the changeling's successes as a penalty.

Failure: The Contract fails, and the device is unharmed.

Dramatic Failure: The fickle Contract temporarily improves the device. For a number of turns equal to the changeling's Wyrd, all attempts to use the device gain a +1 die bonus.

Loophole: The changeling has an opportunity to touch and examine the object for at least a minute.

Even in Death They Strive

The dead are among us, unseen and unheard by the living. This clause allows the changeling to see, hear and speak to any ghosts in her area (same room, or conversational distance outside) in Twilight for a scene. If they can bargain with them, the ghost can also be called to Materialize.

Cost: 1 Glamour or 2 Glamour and 1 willpower

Dice Pool: Presence + Academics + Mantle

Action: Instant

Success: The changeling sees, hears and can speak to ghosts in the area as if they were living. If they wish, they can spend an additional glamour and a willpower to summon the ghost on this side of twilight. The Ghost is built by the Storytellers using the Geist: the Sin-Eaters Core book at rank 2. The ghost materializes fully for the scene. The ghost can be interacted with as if it were alive, from conversation to lovemaking to violence.

Exceptional Success:The summoned ghost is amicable.

Failure: The changeling cannot see or speak to the ghosts.

Dramatic Failure: The clause fails, but the changeling thinks she is talking to a ghost and holds a conversation with empty air.

Loophole: The ghost is someone the changeling knew in life.

Opening The Black Gate

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 cannot be created in the Hedge, or Arcadia; attempts to do so are quite likely to draw the attention of the Gentry.

Cost: 2 Glamour, 1 Willpower

Dice Pool: Stamina + Occult + Mantle

Action: Extended (five successes; each roll represents one turn)

Success: A passage, the size of a normal door, is created between the land of the dead and the world of the living for one night. When the sun first breaks the horizon in the mortal world, the door shuts forever, and those on the wrong side of it will be trapped unless they find, or make, another exit.

Exceptional Success: The passage lasts for a lunar month. The dead and living can cross over in this location for as long as the location remains intact. If a changeling has used the Loophole to invoke this clause, she has to maintain the laws of hospitality only for that first night. 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.

Failure: No passage is created.

Dramatic Failure: The passage is one-way. Those who take it will be trapped on the wrong side. The living can only pass to the Underworld -- but not back -- and the dead can only enter the mortal world, not return.

Loophole: The clause is invoked at midnight in a mausoleum, and the changeling invokes the laws of hospitality while the clause is in effect.