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Merits + Contracts


Natural Immunity •

Word of Darkness: 113
Prerequisites: Stamina ••
Effect: Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease. His immune system is exceptionally effective at resisting infections, viruses and bacteria. Your character can probably count on one hand the number of times he's been seriously ill.

Holistic Awareness •••

Word of Darkness: 109
Effect:Your character is skilled in the arts of whole body healing, promoting health and recovery by keeping a person's entire physiology balanced and strong. The result is that he is able to treat sickness and some injuries (those not requiring surgery, and ones suffered to bashing or lethal damage but not aggravated) with a collection of natural remedies rather than resorting to a doctor or hospital.
Make an Intelligence + Medicine roll once per day when your character spends an hour treating a patient. If the roll is successful, the patient's healing times that day are halved. The worst of a patient's injuries must be treated first. So, if he has suffered a lethal wound and a successful roll is made, the wound heals that day rather than in two days. If the patient has suffered nothing but bashing damage, all wounds are healed in mere minutes (about eight each). See Chapter 7, p. 175, for healing times.
Dramatic Failure: Your character misdiagnoses or mistreats the problem, making it worse. The patient does not heal more quickly (he maintains normal healing times). He does, however, suffer an additional point of bashing damage. Your character cannot try to heal the patient again for his current injuries.
Failure: The treatment has no effect and normal healing times apply to any bashing wounds or to a single lethal wound. If the Storyteller allows, your character can make a successive attempt to try again that day (see p. 132). If still no successes are gained to heal a single lethal wound or one or more bashing wounds, those must be allowed to heal naturally before another effort can be made. Thus, if no successes are rolled to heal one of a patient's lethal wounds, that wound must heal naturally over two days before your character can try to heal another lethal wound.
Success: Your character's treatment is rewarding and the patient's healing time that day is halved. Exceptional Success: The patient responds remarkably well to treatment. You can skip tomorrow's roll altogether. It's automatically assumed to succeed. In that case, two lethal wounds can be healed in two days.
Suggested Modifiers:
Holistic medicines (+1)
healing- touch manuals (+1)
body-purifying foods and liquids (+1)
Lack of remedies (-1 to -4)
noisy environment (-1)
imminent danger (-3)
improvised facilities (-1)

New Identity

Changeling the Lost: 98
Effect: Your character has somehow managed to acquire documents supporting a new identity since his return. In this age of background checks, paper trails and bureaucratic scrutiny, this is an incredibly handy resource to call upon, especially for changelings who have returned to find their old lives stolen by their fetches, or who have returned years or even decades after being taken and must forge new lives simply because it is functionally impossible to re-enter their old ones. You are encouraged to work with the Storyteller to determine exactly how your character acquired his new identity. If your character doesn’t seem to have any Merits or relationships that might explain how he got his new identity, presumably he had to ask a favor from someone else who did — if so, what did she want in return? Many great story hooks can come from the process of acquiring a brand-new identity.
The number of dots spent on this Merit determines how convincing and in depth the documentation surrounding this new life actually is.
This Merit may be purchased multiple times at multiple ratings, each time representing a different identity, and an identity may also be upgraded later with the appropriate in-game explanation and experience expenditure. In the case of certain Merits such as Resources or Status, it might also be worth noting which identity these Merits are tied to, since a character may not easily be able to access or maintain them if that identity is compromised.

New Identity (•)

Changeling the Lost: 98
One dot represents an identity that passes casual inspection, but not much else — a character can go shopping and get around in most daily situations, but any kind of trained scrutiny such as from a police officer or bureaucrat immediately identifies her identity as a fake.

New Identity (••)

Changeling the Lost: 98
Two dots imparts an identity that will pass most forms of relatively cursory professional inspection, but cannot stand up to a sustained investigation — a police officer who has pulled the character over will not automatically pick up anything unusual if he runs the character’s license plates or calls up her name in a database, but should the character be arrested and the police begin a formal investigation, her identity will quickly unravel.

New Identity (••••)

Changeling the Lost: 98
Three dots represents an identity that is essentially as real as any identity can be — it would take a truly dedicated, competent and time-consuming search by trained professionals to uncover any hint that the changeling isn’t exactly whom she claims to be, at least as far as her documentation is concerned.

Mantle (• to •••••)

Changeling the Lost: 93
Effect: This Merit reflects how well liked and respected you are in a Court other than your own. While members of a given Court will always be true to their own members and agendas above all, they are more likely to give you the benefit of the doubt in a dispute, or come to your assistance if it does not undermine their own position. Unlike Mantle, which represents a supernatural quality as well as a political one, Court Goodwill is entirely a social construct, and depends entirely on the opinions of the members of that Court. Mistreat them, and Court Goodwill can disappear in a flash; cultivate their friendship, and they might rally to your defense when no one else will. Court Goodwill adds to dice pools for social interaction with members of the Court in question (though not supernatural powers based on Social rolls). Each two dots (rounding up) add a +1 die bonus to relevant rolls with members of that particular Court, so a changeling with Court Goodwill (Autumn) •• adds a +1 die bonus to Social rolls with a member of the Autumn Court. The Merit also allows one to learn some of that Court’s Contracts, though the highest levels are generally reserved for members alone. As with Mantle, loss of Court Goodwill does not prevent the changeling from using any Contracts that she no longer meet the prerequisites for, though she suffers the usual penalties (see p. 124). This Merit may be purchased multiple times, representing a character’s relationship with a different Court each time. A player cannot purchase Court Goodwill (Courtless); the Empty Hearts are not a social entity in their own right. Lastly, a character cannot purchase Court Goodwill with his own Court that is the province of the Mantle Merit.
Because Court Goodwill is a purely social construction, a changeling may choose to ignore an attempt by another character to apply Court Goodwill to a roll they are involved in, essentially snubbing him despite his reputation in their Court. For example, if an Autumn changeling tried to apply Court Goodwill (Summer) •••• to a roll against member of the Summer Court, the target could declare that he was ignoring the character’s reputation and thus deny the Autumn changeling those two bonus dice. However, such disrespect is a serious insult. Unless the snubbing character can prove there was a valid reason to do so the outsider was throwing his weight around in a supremely petty fashion, for example, or trying to use his leverage to get the character to act against the best interests of the Court more often than not, the momentary satisfaction of the slight costs the character dearly within his own Court. It might even result in a reduction of his Mantle rating as his reputation as a member of that Court slips not to mention earn him the ire of the Court whose member he snubbed.

Mantle (• to •••••)

Changeling the Lost: 98
Mantle represents a mystical connection with the elements and emotions that a particular Court embodies. The higher a changeling’s Mantle rating, the more he has come to embody that Court’s ideal — even if he is a hermit who doesn’t involve himself in local politics, a character with a high Mantle is still given at least grudging respect by his peers because of his obvious commitment to the values his Court cherishes. From a descriptive perspective, as a character’s Mantle rises, his fae mien reflects this ascendance, displaying both literal and figurative signs of the season. A character with Mantle (Autumn) • might be followed by a slight brisk breeze, for example, while one with Mantle (Autumn) ••• might have illusory leaves kicked up as she walks and at last at Mantle (Autumn) •••••, the character might be illuminated by late afternoon light and surrounded by a reflective hush similar to that found in a library. Specific examples of how a Court’s particular Mantle increases can be found in the "Courts” section in Chapter One. These trappings are not visible to mortals and have no real game effect, but should be used to enhance a character’s description and convey a sense of how rooted in her Court she has become.
As a sign of brotherhood, Mantle adds to dice pools for social interaction with members of the Court in question. Each dot adds a +1 die bonus to relevant rolls with members of that particular Court. This Merit does not add to dice pools predicated on supernatural powers. Characters with no Court cannot purchase Mantle. Mantle also serves as a prerequisite for learning certain Court-related Contracts.
A character may learn clauses from the relevant Contract path of his Court, which generally require a certain amount of Mantle to learn, though he must still meet any other prerequisites as well. Should his Mantle fall or he adopt the Mantle of a new Court, he might no longer meet the prerequisites for some of his old Contracts; in that case, he must spend additional Glamour to activate those Contracts. (See “Changing Seasons,” p. 94, and the note on Contract prerequisites, p. 174).
Each Court has certain mechanical and descriptive benefits for all its members developing a Mantle rating, as outlined in the Court descriptions in Chapter One. In addition to those benefits, each Court has a benefit reserved for its leader, an advantage most commonly referred to its “crown.” A crown can only manifest in a freehold where there are at least a handful of members of a particular Court and they are able to choose a common leader, and generally manifests only during the appropriate physical season. Occasionally, a crown will manifest during the off-season if a Court is especially prominent or powerful in the area, as the Hedge reflects the Court’s potency, or a changeling who is elected leader of the freehold might manifest his crown out of season if he is sufficiently popular. Note that the leader of a Court is not always the member with a highest Mantle rating. Ultimately, the Storyteller is the final arbiter of when and how a crown appears, but as a rule, only one crown may manifest in a given freehold at a time.


Fleeting Spring

Changeling the Lost: 149
The Contracts of Fleeting Spring allow changelings to manipulate and evoke feelings of desire within others.

Cupid’s Eye (•)

Changeling the Lost: 149
This clause takes the first step in fulfilling a person’s desires — or teasing him and stringing him along — by revealing what those desires are.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wits + Wyrd vs. subject’s Composure + Wyrd
Action: Contested
Catch: The character has kissed the subject within the past 24 hours, or the subject’s object of desire is the character.
Roll Results
Dramatic Failure: The changeling receives false impressions, becoming absolutely sure that the subject’s desire is something it is not.
Failure: The character cannot discern the subject’s desires.
Success: The changeling learns one of the subject’s desires. See the suggested modifiers list that follows for specific depths to which this power can plumb.
Exceptional Success: Exceptional success at Cupid’s Eye provides the character with two desires of the targeted level, or the knowledge that there is only one desire at that level.
Suggested Modifiers
+1 The character has a pledge with the subject.
— The character discerns a desire currently in the forefront of the subject’s mind.
-1 The character learns a desire not currently concerning the subject.
–1 The character learns a specific kind of desire (sexual, employment, etc.).
–2 The character discovers a desire the subject recognizes but generally keeps hidden.
–3 The character finds a desire the subject hidden even from himself.

Eternal Spring

Changeling the Lost: 151
The Contracts of Eternal Spring provide powers of growth and rejuvenation to the changeling, just as Spring brings growth and rejuvenation to Earth.

Gift of Warm Breath (•)

Changeling the Lost: 151
The character’s power rejuvenates a single living target, filling the target with energy and vigorous life.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Resolve + Survival + Mantle (Spring)
Action: Instant
Catch: The subject of the Contract has freely offered the changeling some form of sustenance since the last sunrise.
Roll Results
Dramatic Failure: The subject suffers starvation and fatigue as if he had been without food and sleep for a number of days equal to the changeling’s Wyrd, and without water for half that long. (See the World of Darkness Rulebook, pp. 175–176 and 179–180, for information on such things.) For things that can endure longer periods of deprivation without penalty, increase the base time until they are adversely affected (cacti, for example).
Failure: The character does not aid the subject.
Success: The Contract’s subject gains energy. He becomes as healthy and alert as though he has just risen from a full night’s rest and had a full breakfast. All fatigue penalties disappear, and any bashing damage or damage suffered from food or water deprivation is fully healed.
Exceptional Success: The subject gains +1 Stamina for the duration of the scene.
Suggested Modifiers
–1 Each point of fatigue penalty the subject suffers
–1 Each point of damage from deprivation the subject suffers

New Lover’s Kiss (••)

Changeling the Lost: 151
The character calls a rain down from even a cloudless sky.
Prerequisites: Mantle (Spring) • or Court Goodwill (Spring) •••
Cost: 1 Glamour
Dice Pool: Intelligence + Survival + Mantle (Spring)
Action: Extended (5+ successes; each roll represents five minutes of imploring the sky)
Catch: A mortal human has commented, within the character’s hearing and within the past hour, that it looks like rain.
Roll Results
Dramatic Failure: The extended roll fails. It does not begin to rain, and the character cannot use this Contract again for 24 hours.
Failure: The character makes no progress toward her goal.
Success: The character progresses toward making it rain. The character chooses the number of successes required ahead of time. Five successes yields a light, pleasant rain. Every additional five successes increases the ferocity of the precipitation until, at 25 successes, the character summons a true deluge that could flood local lakes and rivers and wash away unsecured objects.
Exceptional Success: The character makes exceptional progress toward her goal.
Suggested Modifiers
+1 Extensive cloud cover
–1 Exceedingly clear day

Warmth of the Blood (•••)

Changeling the Lost: 152
The power of Spring is strong enough to heal injuries and soothe pain. This clause allows the changeling to channel the verdant might of Spring into a person’s body, mending his wounds. This power works only on living creatures of flesh and blood.
Prerequisites: Mantle (Spring) •• or Court Goodwill (Spring) ••••
Cost: 1 Glamour + 1 Willpower
Dice Pool: Wits + Medicine + Mantle (Spring)
Action: Instant
Catch: The target has honestly professed a heartfelt and deep love, romantic or familial, for the changeling.
Roll Results
Dramatic Failure: The clause’s effects go astray. One point of damage is upgraded from bashing to lethal; if all wounds are lethal, one is upgraded to aggravated.
Failure: The clause takes no effect.
Success: Each success on the roll allows the changeling to downgrade one of the target’s lethal wounds to a bashing wound, or to remove one bashing wound entirely. Thus, a changeling who rolled four successes could turn two lethal wounds into bashing wounds (two successes) and then remove both bashing wounds (two more).
Exceptional Success: The changeling may also use successes to convert aggravated wounds into lethal wounds. Each aggravated wound converted to lethal requires the expenditure of an additional point of Glamour.

Yesterday’s Birth (••••)

Changeling the Lost: 152
The changeling endows a living object or creature with a season’s worth of growth and maturing in an instant.
Prerequisites: Mantle (Spring) ••• or Court Goodwill (Spring) •••••
Cost: 1 Glamour or 3 Glamour + 1 Willpower dot
Dice Pool: Wyrd + Medicine
Action: Instant
Catch: The character spills two drops of blood on the target object and cups it in her hands.
Roll Results
Dramatic Failure: The target object dies in an obvious manner. Seeds are immediately overcome with rot, and insects fall over with bloat. Birds or mammals of Size 2 or larger do not die, but are wracked with hunger.
Failure: The target object does not grow.
Success: The target object grows the same amount it would over a full season with optimal care. The object ends its growth as if it were in the height of Spring, so plants are flowering. Insects lay grubs in this time (if they are able), which also grow. Subjects of this Contract require a great deal of sustenance during or after the growth, equivalent to about three full days’ worth. Plants in soil of only moderate fertility or less may drain their resources and soon begin to wither. This clause can be used on human beings, but the changeling must pay three points of Glamour and one Willpower dot. This cost cannot be averted by invoking the clause’s catch.
Exceptional Success: The target object experiences up to a full year’s worth of growth (as much between one season and one year as the changeling desires). The full cycle of the year is visible and may provide fruit or other benefits.
Suggested Modifiers
+1 Object fits entirely in the palm of the hand (peach pit, mayfly grub).
~~~ Object is approximately Size 1.
–1 Each point by which the target object/creature is greater in Size than 1.
–1 Each additional object (affecting a group of seeds or a small group of ants).

Mother of All Deaths (•••••)

Changeling the Lost: 152
The character makes the region around her extraordinarily verdant and rouses it to fight on her behalf.
Prerequisites: Mantle (Spring) ••••
Cost: 3 Glamour + 1 Willpower
Dice Pool: Presence + Empathy + Mantle (Spring)
Action: Instant
Catch: A man bled to death on this soil within the past year.
Roll Results
Dramatic Failure: The plants the changeling attempted to control turn on her. They make a single grappling attack on her each turn for the rest of the scene. See below for more details.
Failure: Nearby plants gain a few years’ worth of new growth over the next few minutes, but most of it dries up within the next hour and the plants to not move abnormally.
Success: Plants around the changeling grow at an extraordinary rate, quickly enough for vines, roots and the like to grow around people and entangle them. Each turn, the character may designate one grapple attack on any creatureor target within 10 feet of a plant in her sight in addition to her normal action. She may sacrifice her normal action to designate two grapple attacks, and if she does that she may also sacrifice her Defense for a third. Plant grapple at tacks use a dice pool of the changeling’s Wyrd + 1–3 equipment bonus for the plant (vines are excellent, branches less so). This lasts a number of turns equal to the changeling’s Wyrd rating. Over the next hour, all but one year’s worth of the new growth dies off.
Exceptional Success: The plants fight for the character for the rest of the scene, and all new growth remains afterward.
Suggested Modifiers
+1 Bountiful plant life (rainforest)
~~~ Moderate plant life (rural area)
–1 Weak plant life (city trees)
–1 Controlled plant life (city park)
–3 Sparse plant life (city street with occasional fenced-in trees)


Changeling the Lost - Swords at Dawn: 138
Entropy is an active force in the world, attempting to break down all aspects of reality. Left unguided and unsupported, all manner of things will deteriorate, whether they be objects falling to decay, politics tangling to disorder or ideals tarnishing into apathy. To combat this force and bring about positive change, active effort must be made. Determining where and when to bring about change is a heavy responsibility, but to ignore it is to concede the Lost existence to destruction, and that is an unacceptable fate to allow.
This is the basis of the Dawn Court’s philosophy, and the bargains they’ve struck with Potential reflect their views. Because Dawn Court believes not all Lost are capable of the insight or responsibility to Lost society that must be possessed to use the Contracts of Potential wisely, Court Goodwill for Dawn is required in order for those outside the Court to purchase the Contracts of Potential. It is their hope that all Lost will eventually come to see the wisdom of the Bloody Rose, and, in doing so, play their own vital role in Lost culture’s future. They are, however, pragmatic enough to know that time has not yet come. Contracts of Potential are non-affinity Contracts for any Lost who is not a part of the Dawn Court.

Light the Path (•)

Changeling the Lost - Swords at Dawn: 138
Lost are as capable of duplicity and subterfuge as any other sentient beings, but an accurate understanding of another’s true motives can be vital when determining what path to take forward. For the Dawn Courtier whose life is at stake (along with the lives and Clarity of others), being able to sense others’ true motivations in taking a certain action can be vital.
Prerequisites: Mantle (Dawn) • or Court Goodwill (Dawn) ••
Cost: 1 Glamour
Dice Pool: Wits + Wyrd versus subject’s Composure + Wyrd
Action: Instant
Catch: The changeling has caught the target in a lie previously.
Roll Results
Dramatic Failure: The changeling receives an incorrect motivation about the specified action or statement, and believes it to be true.
Failure: The character cannot discern the target’s motivation.
Success: The changeling learns one of the subject’s motivations of the specified action or statement.
Exceptional Success: The character learns two motivations of the specified action or statement or that only a single motivation exists for it.
Suggested Modifiers
+0 The statement or action is currently happening or just happened in the last turn.
–1 The specified statement or action is not currently pertinent to the situation at hand (ie: is not being discussed, was not recently witnessed, a similar situation is not happening, etc.)
+1 The changeling was present for the statement or action.
–3 The changeling was not present, but only heard about it second hand.
–1 The motives for the specified action or statement are something the targeted individual is actively hiding or considers a secret.
–3 The targeted individual is not, himself, aware of his motivations for the specified action or statement.

Read the Web (••)

Changeling the Lost - Swords at Dawn: 138
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.
Prerequisites: Mantle (Dawn) •• or Court Goodwill (Dawn) •••
Cost: 2 Glamour
Dice Pool: Intelligence + Wyrd – subject’s Composure
Action: Extended (5+ successes; each roll represents five minutes of imploring the sky)
Catch: The changeling shares a pledge with the target.
Roll Results
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.
Failure: The changeling is unable to perceive any relationship ties between the target and others.
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 (see Relationship Threads sidebar for details.) 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.

Martyr’s Will (•••)

Changeling the Lost: 152
Sometimes doing what must be done to help bring about change demands more than the average Lost can provide. For those who steel themselves to the task, however, using Martyr’s Will can bolster their resolve and supplement their bravery even beyond what Heroic Effort normally can reach.
Prerequisites: Mantle (Dawn) ••• or Court Goodwill (Dawn) ••••
Cost:3 Glamour
Dice Pool: Resolve + Wyrd
Action: Instant
Catch: The changeling deliberately sheds a few drops of his own blood.
Drawback: Using Martyr’s Will stretches the potential of even the strongest Lost’s Willpower. After successfully activating this clause, the changeling may not regain Willpower by any means for the next 24 hours.
Roll Results
Dramatic Failure: The changeling’s will is simply not strong enough to bolster them. The Contract fails, and any attempts to spend Willpower to gain bonuses to actions or Resistance efforts garner one less die bonus than normal (ie: only 2 for Heroic Effort and 1 for Resistance efforts.)
Failure: The Contract fails to have any effect.
Success:For the remainder of the scene after activating Martyr’s Will, the changeling receives an additional +2 dice bonus (for a total of a +5 dice bonus) to any action where Willpower is being expended for Heroic Effort (pp. 132–133 of the World of Darkness Rulebook.) They also receive a +2 die bonus to any Resistance efforts where Willpower is expended (for a total of a +4 dice bonus.)
Exceptional Success: As with a normal success, but the effect of Martyr’s Will lasts until the next sunrise.

Shift the Foundation (••••)

Changeling the Lost: 152
Sometimes one’s own efforts are not enough to create great change, and allies must be formed or opinions swayed. This clause allows the Dawn Court to create fundamental (although temporary) changes in others, shifting their Virtue or Vice to one which is more conducive to the targeting changeling’s goals.
Prerequisites: Mantle (Dawn) •••• or Court Goodwill (Dawn) •••••
Cost: 3 Glamour
Dice Pool: Manipulation + Expression + Dusk Court versus the subject’s Composure + Subterfuge
Action: Instant
Catch: The changeling and target are actively involved in a conversation related to the Vice or Virtue he hopes to shift the target towards.
Roll Results
Dramatic Failure:The targeted individual’s Virtue or Vice is unchanged. Instead, the changeling’s Virtue or Vice (whichever he was attempting to shift) changes to match that of the target.
Failure: The clause fails to have any effect.
Success: The target’s Virtue or Vice temporarily changes to that specified by the changeling. If the target’s Virtue or Vice is already what the changeling is attempting to shift it to (either naturally or because it has been successfully shifted previously), that Virtue or Vice is strengthened, and the target must make a successful Resolve + Composure roll (or spend a Willpower) to avoid taking action in any situation where their Virtue or Vice comes into play. Either effect lasts until the next sunrise.
Exceptional Success: As with a normal success, but the target makes a Resolve + Composure check at the next dawn. If he fails, the effects continue until sunset. Tests are run at each dawn and sunset and the effects last until the target succeeds in his roll.

Tenacity of Hope (•••••)

Changeling the Lost: 152
Some victories are simply too important to allow anything to keep them from being accomplished. By using Tenacity of Hope, a changeling can supernaturally dedicate himself towards achieving a certain goal and be aided by the force of the Wyrd in their efforts.
A changeling attempting to activate this clause must focus it towards a certain specific goal that is achievable through the action of the Lost in question. The Storyteller is the final authority on what goals are acceptable to use for this clause, and whether a specific goal has been accomplished or not. Specific goals such as “To discover who betrayed my motley” is likely acceptable. “To bring about Mara-Zen’s social downfall” might be acceptable, although vague. “To have the sun come up in the morning” or other accomplishments that are assured to happen through no action of the Lost are not appropriate goals — unless for some reason the sun is currently being prevented from rising in some fashion and the changeling has set the goal of fixing the matter.
“To survive” is never an acceptable goal for the purpose of this clause. The Wyrd will not make bargains in a situation where its price (the drawback) has no chance of being fulfilled.
Prerequisites: Mantle (Dawn) •••• or Court Goodwill (Dawn) •••••
Cost: 3 Glamour and 1 Willpower
Dice Pool: Resolve + Wyrd
Action: Instant
Catch: The target is using this Contract for a selfless purpose (ie: to benefit someone other than himself, or Lost society as a whole.)
Drawback: Once the Contract is successfully activated, if the specified task is not fully accomplished before the Contract wears off, the character receives a penalty of –3 dice on all attempted actions and a –2 dice penalty on all Resistance efforts (not just those related to the goal) for a number of days equal to the duration of the clause. If the goal is achieved during the drawback, the drawback ends immediately. Roll Results
Dramatic Failure: The changeling fails to receive any benefit to attempts to accomplish the specified task, and loses the benefit of the 10-again rule on any attempts related towards that task for the next 24 hours; attempts by the changeling to activate Tenacity of Hope on that that specific task within the next 24 hours will automatically fail.
Failure: The clause fails to have any effect.
Success: The changeling receives the benefits of the 8-again rule towards any actions taken to accomplish the specific goal focused on while activating it. As well, any action or resistance rolls directly related to achieving that goal are made as if they were under the effects of Heroic Effort rules (p. 132, World of Darkness Rulebook). These include a +3 die bonus to any actions taken towards achieving the goal and a +2 die bonus to Resistance efforts related to attempts to deter or delay their efforts towards the goal. These bonuses end when the task is completed, or after a number of days equal to the number of successes achieved, whichever comes first.
If the goal is accomplished before the Contract wears off, no drawback is enacted. Once activated, Tenacity of Hope cannot be voluntarily “turned off” before the duration runs out or the task is accomplished, whichever comes first.
Exceptional Success: As with a normal success, but the changeling receives the benefits for a number of days equal to twice the amount of successes rolled or until the goal is achieved, whichever comes first.

Contracts of Smoke

Changeling the Lost: 133
Stealth, invisibility and soundlessness are the purviews of Contracts of Smoke. Many myths and legends attribute unwitnessed travel to the fae, and changelings themselves are no strangers to the benefits of moving without the notice of those who might wish to keep them under supervision. What better way to escape a promise than to have simply slipped away unnoticed when the promise needs to be redeemed? After all, if the changeling can’t be there when the individual invokes it, how is the changeling supposed to fulfill it?

The Wrong Foot (•)

Changeling the Lost: 133
This Contract allows the changeling to change the nature of the marks he leaves when passing through a certain locale. The clause is one of the oldest remembered among even the True Fae, and several fairy legends exhibit Good Folk who left cloven-hoofed tracks or the scent of curdled milk behind them. Indeed, certain seemings even use this Contract to augment their presences, as with some Fairest who leave a sweet, natural perfume in their wake or loathsome Tunnelgrubs who deliberately ooze a trail of slime to unsettle others.
Cost: 1 Glamour
Dice Pool: No roll is necessary. When The Wrong Foot takes effect, evidence of the changeling’s passing change to resemble something other than the visitation of a humanlike entity. This may be tracks similar to a bird’s three-toed foot, a bloody mist, drips of lavender extract — whatever the character chooses. Note that this Contract always creates the same result, so the character should think about how he wants this to manifest before the first time he uses it, and should clear it with the Storyteller before it comes into play. This substance or mark supersedes all other evidence of passage, so footprints will vanish but the slime-spray will take its place in every case, whether or not the ground was soft enough to hold a footprint. The Wrong Foot does not change the appearance of previously made marks, however. Therefore, this limits the practical application of the Contract in numerous situations, so many changelings have come to rely on The Wrong Foot to leave a sort of “calling card,” whether or not they wish to obfuscate pursuit. Once activated, this Contract functions for the duration of the scene.
Action: Instant
Catch: The changeling licks his thumb and smudges it on a mirror, thereby leaving another mark of his own passing.

Nevertread (••)

Changeling the Lost: 133
When the changeling invokes this clause, all traces of his passing vanish. He leaves no footprints in mud, sand, snow or any other surface that would normally hold a mark. Likewise, his wet feet leave no prints on dry ground. Even grass trampled underfoot or flour scattered on the ground leaves no evidence of the changeling’s movements. Note that if the changeling remains present at the site of his Nevertread attempts, he may still be discovered by other means. This power does not render him invisible, it just obscures the signs left by his movements.
Cost: 1 Glamour
Dice Pool: Intelligence + Wyrd
Action: Instant
Catch: The changeling must have spent at least an hour barefoot within the past day.
Roll Results
Dramatic Failure: Instead of becoming more difficult to detect, the changeling makes a botch of the procedure, dragging mud or river-reeds or clumps of snow across his trail. Attempts to track the changeling suffering a dramaticfailure on the attempt to invoke Nevertread occur at a +2 dice bonus, by whatever method they occur.
Failure: The changeling is unable to obscure marks of his passage.
Success: The changeling erases all traces of his passing.This may simply make it impossible to witness where the character has gone, or it may inflict a –2 dice penalty to attempts to track him, at the Storyteller’s discretion, based on the situation’s circumstances.
Exceptional Success: For all intents and purposes, the character was never there. He’s impossible to track by the method of determining where he may have moved.
Suggested Modifiers
–2 The environment is especially susceptible to retaining marks of passage, such as sticky mud, a new snowdrift or wet cement.
+2 The environment is notably resistant to holding marks of passage, as with deep water, AstroTurf or hardwood floors.

Shadowpatch (•••)

Changeling the Lost: 133
Light seems to avoid the changeling when he invokes this Contract, and darkness congeals around him.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant
Catch: The changeling must have spent at least an hour away from natural light (away from windows, open doors, etc.) within the past day.
Roll Results
Dramatic Failure: Shadows actually recede from the character, making her more visible. The character suffers a –2 dice penalty to all Stealth-based dice pools that are based on sight (rather than any other sensory detection) for the duration of the scene.
Failure: The Contract fails to function but otherwise creates no detrimental effect.
Success: The character swaths himself with shadows that dampen light, sound, smell and other perceptual stimuli. For the remainder of the scene, he enjoys a +3 dice bonus to Stealth-based dice pools.
Exceptional Success: The bonus is increased to +5.
Suggested Modifiers
–1 The environment lacks shadows longer than the height of a man.
+1 The environment consists solely of natural or artificial light, such as a park playground or a windowless warehouse.

Murkblur (••••)

Changeling the Lost: 133
The changeling creates a smoky caul over the eyes of his subject, effectively blinding her. Naturally, the subject is aware of this, as her eyesight rapidly becomes so poor as to distinguish more than very bright sources of light.
The changeling’s intended target must be within her line of sight for this Contract to work.
Cost: 1 Glamour
Dice Pool: Intelligence + Wyrd vs. Resolve + Wyrd
Action: Instant
Catch: The changeling swallows the eye of an animal or insect while invoking the Contract.
Roll Results
Dramatic Failure: The Contract fails spectacularly and painfully, causing a burst of light in the changeling’s own vision that stuns her for the following turn.
Failure: The Contract fails to blind the intended subject.
Success: The subject’s vision fades to darkness. The blindness lasts for the duration of the scene.
Exceptional Success: As with a normal success, only the changeling can terminate the temporary blindness at any point of her choosing before the end of the scene.
Suggested Modifiers
–1 The changeling can see her target but not her target’s face.
+1 The subject wears glasses or contact lenses (or needs to), or otherwise has some mechanical vision correction or visual impediment.

Light-Shy (•••••)

Changeling the Lost: 133
This clause grants the changeling the ultimate power of the Smoke purview: it makes him truly invisible. Even mechanical observers such as security cameras won’t detect him.
The changeling’s intended target must be within her line of sight for this Contract to work.
Cost: 1 Glamour + 1 Willpower
Dice Pool: Intelligence + Wyrd
Action: Instant
Catch: The changeling must have told a meaningful lie to someone very important to him in the past day, something that could hurt their relationship if the lie was discovered.
Roll Results
Dramatic Failure: The character remains visible to everyone but himself. Indeed, he is wholly convinced that he is, in fact, invisible, and only interaction with an outside party will let him know the true nature of his lack of success invoking this Contract.
Failure: The changeling remains visible, unaffected by the intended Contract.
Success: The changeling becomes truly invisible, unable to be seen. It is as if the world genuinely believes he isn’t there — he won’t show up in photographs, on video cameras, on infrared scans, anything. This Contract affects only sight, however. If he coughs, the changeling may be heard, and if he smells of grave-dirt, the scent will continue to put people off in the vicinity. This power lasts for a number of minutes equal to the number of successes rolled, though the changeling may choose to voluntarily end the invisibility earlier that that at his discretion.
Exceptional Success: As with a normal success, only the invisibility remains active for the duration of the scene.
Suggested Modifiers
–2 The character attempts to vanish from plain sight, using the power when he’s the subject of attention of onlooking characters.
— The character invokes the Contract when he’s among others but not necessarily the focus of anyone’s attentions.
+1 The character is unobserved by any other individuals when he invokes the Contract.

Contracts of Hearth

Changeling the Lost: 127 Hearth Contracts are a broad path of beneficial effects, boons that a changeling can grant to an individual or himself when he needs and extra edge or just a little bit of influence from something greater than himself. Folklore is rife with fairies using powers similar to these, and they fit the archetype of “the fairies bless you in some way.”
Unlike other Contracts, Hearth Contracts don’t have a catch. They always cost some amount of Glamour and/or Willpower to invoke. To the contrary, Contracts of Hearth have a ban. That is, the Faerie entities that grant the favors of Hearth can, if their ire is aroused, turn those boons right around and use them to blight the individual. The specific bans are described here with each power, but the faerie host is notoriously ill-tempered when its goodwill is abused. Therefore, the Storyteller has a lot of leeway when to apply the punishment of broken bans. Such retribution always seems to come at the worst possible time.
Many changelings suspect that these bans came about because the Hearth entities with whom the Fair Folk made their original bargains somehow obtained for themselves the better part of the compact between themselves and the fae. It stands to reason, given the nature of these Contracts.(Note also that certain bans may be manipulated for the purposes of causing failure when success would normally be warranted. Granted, the changeling must know that his subject has already received the benefits of one of these Hearth Contracts, but such secrets are easy enough to discern.Indeed, using some of these Contracts in this reverse manner adds a bit of versatility to the Hearth powers. On the other hand, trying to force this ill fate on the same subject more than once alerts the powers of Fate to the fact that they’re being manipulated. The punishment treatment then applies to the changeling attempting to invoke the anti-Contract, as opposed to the desired subject of the anti-Contract.)
Hearth Contracts don’t involve dice rolls to invoke. They simply work, once their costs are paid. Contracts of Hearth require the changeling invoking them to touch the person upon whom she wishes to place the blessing (or curse), unless the changeling wants to grant herself the boon. Rules for touching an individual can be found on p. 157 of the World of Darkness Rulebook.

Fickle Fate (•)

Changeling the Lost: 128
It’s easier to curse than to bless. The individual affected by Fickle Fate seems to perform poorly in whatever task he sets himself to. It’s almost unheard of to invoke Fickle Fate for oneself — who wants to fail at what he attempts?
Cost: 1 Glamour
Effect: The subject of Fickle Fate makes the roll for his next actively attempted instant action, whatever it is, at a –2 dice penalty. Actively attempted actions are those things the character consciously undergoes the effort of doing, not things that occur automatically or reflexively. For example, jumping from a moving car or performing an oratory before the duke would be an actively attempted action, while seeing if wounds force a character into unconsciousness or reflexively resisting some supernatural power would not be.
Action: Instant
Ban: The character invoking Fickle Fate may not use it to affect the same subject more than once an hour. If he does, the Fickle Fate visits him on his next attempted action instead of his intended victim.

Favored Fate (••)

Changeling the Lost: 128
As with Fickle Fate, this clause alters the flow of fortune when a subject attempts an action. Favored Fate, though, makes for more appealing results: songs sound a little better, bullets find their mark and the acid-tongued critic thinks of just the right thing to say at the very moment he needs to say it. Favored Fate is a more lofty clause than Fickle Fate (that is, it’s classified as a higher dot rating) because it’s harder to create than destroy, and the results of this power are typically more positive.
Cost: 1 Glamour
Effect: The beneficiary of Favored Fate makes the roll for his next actively attempted instant action at a +4 dice bonus. Again, actively attempted actions are those things the character consciously undergoes the effort of doing, as described above.
Action: Instant
Ban: If Favored Fate is used to augment the same specific type of action — shooting at an enemy, climbing a balcony, chasing prey — before the sun has risen or set since the last attempt it affected, the powers that be frown on the abuse of their attentions. Each time this occurs, one action, decided upon by the Storyteller for dramatic effect, automatically fails, with no dice roll involved. This is just a standard failure and will not yield a dramatic failure result, so it’s best used on actions that would normally not depend upon a chance die.

Goblin Contracts

Changeling the Lost: 164
Goblin Contracts are some of the shady goods that circulate among the underbelly of fae society. All are easy to learn and cost little Glamour. They are inexpensive because they are also intrinsically flawed. All Goblin Contracts come with a price — something harmful or problematic that happens to the changeling after the Contract is used. No known Contracts or other powers allow the changeling to escape paying this price. Dramatic failures rolled when performing Goblin Contracts usually result in the character paying the price without receiving any benefit. Unlike other Contracts, Goblin Contracts are not chained and can be bought in any order. A changeling can purchase a three-dot Goblin Contract without knowing any one- or two-dot Goblin Contracts. They also cost fewer experience points to purchase (see p. 77). However, a beginning character may purchase only one-dot Goblin Contracts during character creation.

Burden of Life (•••)

Changeling the Lost: 166
As long as the changeling does so swiftly, he can heal someone from an injury or catastrophic event such as a heart attack. However, the healing causes the changeling to take on the burden of that person’s life. For the next full day, all damage that would harm that person applies to the changeling instead. The changeling cannot heal herself with this Contract.
Cost: 2 Glamour
Dice Pool: Empathy + Wyrd
Action: Instant
Catch: The target was injured during the act of saving the character from harm.
Roll Results
Dramatic Failure: The changeling pays the Contract’s price but gains no benefit.
Failure: The changeling neither heals the target nor takes on the burden.
Success: For every success rolled, the target heals two points of damage. This Contract heals aggravated damage first, and if all of that is healed, the Contract heals lethal and then bashing damage. If the subject had taken at least four levels of lethal damage, and is healed of at least four levels of lethal or aggravated, the life burden is activated. For the next full day, all damage that the target would suffer instead affects the changeling. No armor, Contracts or other protections can prevent this damage from affecting the changeling. During this time, the target is immune to all damage save that delivered by cold iron. Self-destructive targets can swiftly kill or seriously injure the changeling. A changeling can use this Contract as often as desired, but for a day after using it, he cannot have this Contract used upon him — all such attempts automatically fail. A single target cannot benefit from this Contract more than once a day. To use this Contract, the changeling must touch the target within a number of turns of the injury or event equal to the changeling’s Wyrd.
Exceptional Success: Regardless of severity, the target’s injuries are completely healed.