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Merits + Contracts


Dual Kith (•• or •••)

Changeling The Lost - Rights of Spring: 88
Effect: Your character’s kith is in some fashion a blending of two existing kiths. For two dots, your
character is a blending of two kiths associated with her seeming. A Beast associated with an especially agile flying insect such as a dragonfly, who combines features of a Skitterskulk and a Windwing, is but one of many possible examples. Other possibilities include an Elemental associated with human-created electricity, who combines features of a Fireheart and a Manikin, or a Fairest who is an especially graceful and elegant dragon, who combines features of the Dancer and the Draconic. The changeling gains the blessing of both of the kiths she is associated with and can use both equally easily and well.
For three dots, your character is one of the rare changelings who blends together traits from two kiths
associated with different seemings. Your character might be an Airtouched who is so attuned to the
winds that she can float and glide like a Windwing Elemental, a Flowering whose association with plants
is so strong that she has some of the traits of a Woodblood Elemental. Alternately, your character might be an especially bestial Farwalker who appears as a hairy, humanoid predator with traits of a Hunterheart Beast. Your character can belong to only a single seeming, but she also possesses the kith blessings of both kiths. No other benefit of the other seeming is transferred; your character is still a member of one seeming, with all that entails. This Merit can be taken only once. Available at character creation only. A character’s kith may be unusual, but it never changes. You cannot blend your character’s kith at a later time.
[Note: An alternate approach to blending or evolving kiths appears in Winter Masques.]

Striking Looks (•• or ••••)

Word of Darkness: 117
Effect:Your character is exceptionally attractive by modern standards; heads turn and conversations stop when she enters a room.
For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others.
For four dots, your character's looks are angelic; she gets a +2 modifier.
Drawback: The more attractive your character is, the harder it is for her to avoid notice in public. Witnesses to any criminal acts are much more likely to remember your character's appearance, and easily recognize her in a lineup. Your character is also likely to receive a great degree of unwanted attention in social situations.

Rigid Mask (••)

Changeling the Lost - Rites of Spring: 95
Prerequisite: Subterfuge ••
Effect: Your character is not merely a good liar; he has learned to completely hide his emotions from others. While he may have learned this skill from dealing with a particularly horrific Keeper, your character can use it equally well back in the mortal world. While this ability does not increase his skill at lying, anyone attempting to see through his lies or figure out what your character’s real emotions are suffers a –2 to all rolls to do so. In addition, all attempts to use devices such as lie detectors or voice-stress analyzers on your character are made at a –4 penalty, because your character can mimic emotions with great skill and has learned to suppress almost all of the physiological cues that would normally reveal his emotions.

Fast Reflexes (• or ••)

World of Darkness: 110
Prerequisite: Dexterity •••
Effect: +1 Initiative per dot
Your character's mix of sharp reflexes and steady nerves helps him get the drop on adversaries.

Fighting Finesse (••)

World of Darkness: 110
Prerequisite: Dexterity ••• and Weaponry ••
Effect: Your character prefers to fight with a chosen weapon in a manner that favors agility over power. With that one weapon (a rapier or katana, for example), you may substitute your character's Dexterity for Strength when making attack rolls.
This Merit may be purchased multiple times to gain agility with more weapons, one for each purchase.

Court Goodwill (• 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.

Resources (• to •••••)

World of Darkness: 115
Effect: This Merit measures your character's material resources, both possessions and wealth. All characters are assumed to have a job or a source of income (trust fund, parents) that is sufficient to cover their basic needs: food, shelter and transportation. Dots in this Merit represent disposable income - wealth and assets that can be liquidated for more money in case of emergency. The number of dots indicates your character's general level of wealth. One dot suggests low disposable income: $500 a month and approximately $1,000 worth of assets. Two dots suggest moderate disposable income: $1,000 a month and approximately $5000 worth of assets. Three dots suggest significant disposable income: $2000 a month and maybe $10,000 worth of assets. Four dots suggest substantial disposable income: $10,000 a month and $500,000 worth of assets. Five dots suggest significant wealth: $50,000 a month and as much as $5,000,000 worth of assets.
Resources can be used to determine if your character can reasonably afford a purchase or expenditure. Equipment, weapons and items throughout these rules are assigned costs in dots. The Storyteller can assign cost dots to other items during play based on what's here. If your character has the same or more dots in Resources, he can afford the item on his disposable income. That doesn't mean he has a blank check with which to buy everything he sees. He might be able to afford one or two items with a cost equal to his Resources dots in a single month. Items with lower costs can be acquired more often. The Storyteller has final say on what's too much or what's too often.
Your character's Resources dots aren't spent and don't go away. They represent available cash at any given moment. The only means by which your character's Resource dots might decrease is if story events conspire against them. Perhaps your character's fortune is wiped out, he loses his job or his company is subjected to a hostile takeover. The Storyteller therefore influences how your character's dots might decrease, and whether they can be salvaged.

Quick Draw (•)

World of Darkness: 110
Prerequisite: Dexterity •••
Effect:Your character can draw a pistol and fire or pull a melee weapon and attack without penalty as a single action in a turn. If a weapon is hidden on your character's person (under a coat or in a purse), it can be drawn and used in the same turn without the normal loss of Defense. A separate Quick Draw Merit must be acquired for use with firearms and melee weapons.


Contracts of Forge

Changeling the Lost - Rites of Spring: 99
The Gentry can reshape Arcadia with a whim and impose significant changes on the mortal world. Changelings lack this level of power, but can learn to alter and shape the reality of the mortal world in small ways, and to shape the Hedge in a more profound fashion.
Contracts of the Forge are considered affinity Contracts for the Wizened.

Rewriting the Image (•)

Changeling the Lost - Rites of Spring: 99
The changeling can alter the details of any two-dimensional image, including paintings, photographs and video clips. The basic form of the image cannot
be changed but all of the details can be, allowing the changeling to transform an image of one person into the image of someone else. This clause cannot alter
writing — the changeling could twist the face in a driver’s license or political ad, but not alter the birth date or campaign slogan.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wyrd+ Expression
Action: Instant
Catch: The changeling is changing an image of someone else into the changeling’s own image.
Roll Results
Dramatic Failure: The image is changed in some manner that is detrimental to the changeling or her immediate goals.
Failure: The Contract fails, and the image remains unchanged.
Success: The image that is the target of this clause shifts and alters, but retains its basic form. An ID photo remains a close-up image of someone’s face, but the
changeling can determine whose picture is on this ID. Similarly, a grainy and dimly lit video of a robbery remains a grainy video of a robbery, but the changeling
could replace blurry faces with clearly visible ones of her choice, or if the individuals shown were already clearly visible, it could show a different robber, a different victim or both.
This clause works equally well on still and video images, and can be performed upon any single image or video regardless of size. However, affecting the image
in a TV program changes only the image shown on one particular TV set; the images shown on other TV sets are unaffected. All changes last for the duration
of the scene. This clause can affect everything from an ID photo to a large billboard, and the image appears to be authentic even under magnification or careful observation.
However, this clause affects only photographs or videos; it has no effect on drawing, paintings or printed words and explicitly cannot be use to change
the denomination of paper money.
Exceptional Success: The change to the image is permanent.
Suggested Modifiers
–1 The image is larger than the changeling.
–1 The changeling is affecting a broadcast image.
–1 to –5 –1 per six seconds of moving footage being altered.
+1 The changeling touches the photograph, poster, DVD or videotape..

Trivial Reworking (••)

Changeling the Lost - Rites of Spring: 100
The changeling can temporarily reshape a small object in relatively minor ways.
Prerequisites: None
Cost: 2 Glamour
Dice Pool: Wyrd + Crafts
Action: Instant
Catch: The changeling is reshaping an item that she stole from someone so that the changeling can use it against this person.
Roll Results
Dramatic Failure: The object breaks in the process of reshaping itself and can no longer be used for any purpose.
The Contract fails, and the object is unharmed.
The changeling can take any object of Size 1 that she can easily hold in one hand, and reshape it to into a similar object. The changeling could transform a house key to be the key to another house, including the one she is standing in front of. She could instead reshape a stolen driver’s license so that it has her picture on it and contains whatever name and other information she wishes, and she could even transform this license into a corporate ID card or the official ID of an FBI agent. In addition, she could reshape a .45 bullet so that it becomes a 9mm pistol bullet that can be fired from a 9mm pistol. However, this clause cannot change objects in more extensive ways. A key to a piece of luggage could not be transformed into a house key, and a driver’s license could not be made into a credit card. A house key must remain a house key; an ID card must remain some sort of ID card. In addition, these changes cannot be used to alter any electronic data stored in the item.
These changes last for only one scene. Also, carefully examining the object reveals that it is a clever fake. Money, ID cards or similar items will not pass
either an examination by an expert used to finding fakes or any sort of instrument designed to indicate authenticity. Also, this clause cannot be used on any object that was created using a Contract; this clause can only be used on real objects.
Exceptional Success:
The object remains in its new form until the sun next rises.
Suggested Modifiers

–1 The changeling does not have a chance to spend at least a minute examining the object before using this Contract upon it.
+1 The changes are especially minor, such as changing the name and address on an ID card.

Discreet Conjuration (•••)

Changeling the Lost - Rites of Spring: 100
The character can remove a small object from a pocket, desk drawer or other location where the object could be — even though, before this Contract’s use,
the object wasn’t there at all.
Prerequisites: None
Cost: 2 Glamour + 1 Willpower
Dice Pool: Manipulation + Wyrd
Action: Instant
Catch: The changeling is paying an enemy for some information or service with a valuable object of some sort.
Roll Results
Dramatic Failure: The character pulls out an item that is useless and exceedingly awkward, such as drawing a fake but exceedingly realistic pistol in an airport or a piece of broken drug paraphernalia when talking to a police officer.
Failure: The Contract fails, and the character finds nothing new in the pocket, drawer or other location.
Success: The character reaches into some relatively small location she cannot see into, such as a pocket, handbag or desk drawer, and pulls out an item that fits comfortably in one hand and that has a maximum Size of 1. This item can be anything the character has handled before, and cannot be larger than a cell phone, a pistol or some similarly sized object. The item is fully functional — a pistol shoots bullets, a cell phone can make and receive calls and a digital
camera can take pictures. The item is ready to use, full of ammunition, film or battery charge, though it’s the simplest version available. A pistol might have a
full complement of bullets, but it wouldn’t be conjured with Teflon or hollow point rounds, much less silver or other unusual forms of ammunition.
However, although the item can look very much as if it were made of precious materials such as gold or diamonds, in reality the item is made from clever fakes, a fact that becomes obvious after close observation. The item is also a relatively generic item of its kind and lacks small details such as serial numbers. The character can pull out a passport or credit card, but cannot determine whose face and name are on it. He could conjure a vial of acid, but would have no control over its strength. Certain properties are unavailable; this power cannot create radioactive materials or holy water, for instance. Also, whether the character pulls out cash, a credit card or an object that can be sold, the maximum value that can be obtained by using this clause is $100. Finally, this clause cannot produce objects made of iron.
The object vanishes after one scene or as soon as it is either out of the character’s hands or the character ceases paying attention to it, whichever comes first.
Exceptional Success: The character can determine the exact features of the object, such as the name and picture on the passport, the particular model of
cell phone or pistol or what sort of ammunition the pistol carries. However, the object still lacks small details such as serial numbers and is no more valuable.
Suggested Modifiers
–1 The changeling is removing the object from a drawer, bag or other object that she has never opened before.
+1 The changeling is removing the object from either her clothing or from a piece of furniture in her home.

Hidden Reality (••••)

Changeling the Lost - Rites of Spring: 101
The changeling can create or change some minor feature of her surroundings that was not previously obvious.
Prerequisites: None
Cost: 3 Glamour + 1Willpower
Dice Pool: Wits+ Wyrd
Action: Reflexive
Catch: The character is creating a way out of a place where she has been confined against her will.
Roll Results
Dramatic Failure: Reality resists the changeling’s efforts, causing her to lose an additional point of Willpower and preventing her from using any Contracts of
the Forge for the rest of the scene.
Failure: The clause fails, and the changeling fails to change her environment.
Success: The changeling creates some feature of her surroundings that was not previously obvious and so might have been present naturally. For example, she
causes a pair of bars in a cell to be loose enough to be removed if she tugs on them hard enough. Similarly, she can create a hidden catch that opens a door, cause a normal door to be left unlocked or an electrical outlet that was hidden behind a table. In all cases, the change must be small and relatively reasonable. This change cannot create anything larger than Size 1, and cannot create unlikely features such as pit traps or land mines underneath someone’s doormat. Similarly, if leaving a door unlocked would trip sensors that would register this fact, then causing the door to be left open is impossible. All changes vanish or simply cease to work after one scene or as soon as the character ceases paying attention to it, whichever comes first.
Exceptional Success: The change remains for one full scene.
Suggested Modifiers
–1 to –3 The change is either large enough that a careful observer might have noticed it before, or unlikely enough that its presence is surprising.
+1 The change is minor and completely expected, such as a room having an additional electrical outlet.

Paths of Desire (•••••)

Changeling the Lost - Rites of Spring: 102
The character can open a gateway that leads to anyplace in the Hedge that the character has ever visited before.
Prerequisites: None
Cost: 3 Glamour and 2 Willpower
Dice Pool: Wyrd + Academics
Action: Instant
Catch: The character has buried a vial of his own blood in the soil of the desired location.
Roll Results
Dramatic Failure: Although the doorway seems to lead to the desired locations, in actuality the character ends up completely lost in an unknown portion of the Hedge.
Failure: The Contract fails, and the character fails to open a doorway into the Hedge.
Success: The character touches a doorway or other possible entrance into the Hedge and uses this clause to open a doorway that leads to any location in the Hedge that the character has visited before. This doorway remains open only for a number of turns equal to the successes rolled for this clause; after that, the doorway shuts and cannot be reopened.
This clause cannot be used while the character is inside the Hedge, and so the character must find another way out. In addition to being a swift way to reach a source of goblin fruit or a Hollow, the character can travel to a portion of the Hedge a few feet from any entrance into the Hedge that the character has ever used, allowing exceedingly rapid transport though the Hedge. Characters cannot use this clause to travel to any location in the Hedge that they have not previously visited. Attempts to do so automatically fail, but do not cause dramatic failures.
Exceptional Success: The gateway into the Hedge remains open for half an hour, allowing the characters to come and go as they please during this time. At the end of this time, the entrance vanishes and cannot be reopened except by using this clause again in the mortal world.
Suggested Modifiers
–2 The character visited this location in the Hedge only once and hurried through it so rapidly that she was unable to gain a clear impression of it.
+1 The character has visited the location in question several times and knows it well.

Contracts of Separation

Changeling the Lost - Winter Masques: 40
One of the deepest truths about the Fairest is that they are at least somewhat removed from the realities of the physical world. The sense of superiority many feel sometimes extends to the mundane details of life and the rules that govern the physical world. This Contract, alternately said to be struck with tools such as scissors, axes or scythes, allows a character to draw upon and enhance this separation in ways that allows her to circumvent many of these limitations.

Tread Lightly (•)

Changeling the Lost - Winter Masques: 40
The changeling can partially remove herself from gravity’s influence. She cannot fly or even jump further than normal, but she takes only bashing damage from falling, regardless of the distance. In addition, she can walk or run over any solid surface even if it would not normally support her weight, such as tissue paper or thin panes of glass. She can also walk across mud, dry sand or any other surface without getting her feet even damp.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Dexterity + Wyrd
Action: Instant
Catch: The character is wearing fancy and delicate footwear that would be ruined if she did not use this clause.
Roll Results
Dramatic Failure:The changeling trips and falls, landing prone. She must take one full turn to regain her feet.
Failure: The clause has no effect on the changeling’s movements.
Success:The changeling can move across any solid surface as if she weighed no more than a few ounces. She leaves no tracks, can run across snow without breaking through the surface and also takes only bashing damage from falls. Anyone attempting to track the character suffers a –2 penalty, due to the light impressions her footfalls make. The character can also climb up surfaces too fragile to support her normal weight, but cannot run, jump or climb any better or faster than normal. The effects of this clause last for the scene.
Exceptional Success:The character can jump twice as far and climb twice as fast as normal for the duration of this scene.
Suggested Modifiers
–1 The character is running or jumping.
+1 The character moves at a normal walking pace.

Evasion of Shackles (••)

Changeling the Lost - Winter Masques: 40
The character can automatically slip out of any handcuffs, straight jacket or other restraints.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wyrd + Larceny
Action: Instant
Catch: The changeling has been unjustly imprisoned for some crime or offense she did not actually commit.
Roll Results
Dramatic Failure: Knots grow tighter, locks jam and other attempts to remove the restraints suffer a –2 penalty.
Failure: The clause has no affect on the changeling’s bonds.
Success:The character is instantly freed of all restraints such as handcuffs, straight jackets or shackles. This clause can open locked doors only if the character is in a small compartment, such as a steamer trunk or trunk of a car, that significantly restricts her ability to move her body.
Exceptional Success: In addition to removing all restraints on the character, the door of any room the character is locked into automatically unlocks.
Suggested Modifiers
–1 The character has previously struggled against these bonds.
+1 Since she was bound, the character has remained calm and not attempted to struggle or free herself by force or dexterity.

Breaching Barriers (•••)

Changeling the Lost - Winter Masques: 40
The changeling can walk through any closed or locked door or window that he could fit through if it were open.
Prerequisites: None
Cost: 1 or 2 Glamour
Dice Pool: Presence + Wyrd
Action: Instant
Catch:The character has been deliberately imprisoned by another changeling.
Roll Results
Dramatic Failure: The clause fails, and the portal lets out a loud bang or thump as if character had tried to batter it down and failed.
Failure: The changeling does not succeed in walking through the closed portal.
Success:The changeling walks through the portal as if it weren’t there. The door or window doesn’t open, but the changeling simply moves instantly and effortlessly from one side of it to the other without disturbing it or setting off any alarms. This clause also leaves no marks or traces on the door.
Exceptional Success: If the changeling wishes, she can spend an additional point of Glamour and take along one other individual, as long as she holds this person’s hand while walking through the door or window. The changeling cannot take along more than one person in this fashion.
Suggested Modifiers
–1 The changeling has no idea what is on the other side of the barrier.
+1 The changeling can clearly see what is on the other side of the barrier.

Elegant Protection (••••)

Changeling the Lost - Winter Masques: 41
Attacks swerve to avoid the changeling. While using this clause, the changeling always looks elegant and poised when using her Defense or even while dodging.
Prerequisites: None
Cost: 2 Glamour
Dice Pool:Dexterity + Wyrd
Action: Instant
Catch: The changeling is unarmed and not attempting to attack anyone. If the clause is invoked while using this catch, the clause will instantly end its effects and burn away three of the changeling’s Glamour if she attacks anyone while it is active.
Roll Results
Dramatic Failure: The character suffers a –1 penalty to her Defense for the remainder of the scene as all weapons swerve toward her.
Failure: The clause has no effect on the character’s Defense.
Success: The clause adds the changeling’s Wyrd to her Defense. The changeling does not lose this bonus even if she is restrained, immobilized or unconscious, since attacks naturally swerve to avoid her body. This bonus applies to all attacks, including firearms attacks and attacks made when the changeling cannot normally use her Defense. In such cases,this bonus serves as the changeling’s only Defense. Otherwise, it is cumulative with the changeling’s normal Defense and is also added to the doubled Defense characters gain by dodging. In addition, even when dodging, the changeling always appears to be moving in an elegant and carefree and manner, and can use her Defense or dodge without spilling the cocktail she is holding or wrinkling her gown. This bonus to Defense lasts for two turns per success.
Exceptional Success:The Defense bonus lasts for the scene.
Suggested Modifiers
–3 The changeling is wearing armor.
–1 The changeling is ill dressed.
+1 The changeling is especially well dressed.

Phantom Glory (•••••)

Changeling the Lost - Winter Masques: 41
The changeling temporarily becomes completely intangible. In this state, she is immune to all physical attacks and can pass through all physical barriers.
Prerequisites: None
Cost: 2 Glamour and 1 Willpower
Dice Pool: Wyrd + Persuasion
Action: Instant
Catch: The changeling carries no weapons and wears no armor. If the changeling picks up or dons either while using this catch, the clause instantly ends.
Roll Results
Dramatic Failure: The changeling becomes slightly less solid than usual, temporarily reducing her Stamina by one for the remainder of the scene.
Failure: This clause has no effect on the changeling.
Success: Becoming intangible requires one turn, during which the changeling can do nothing else. However, doing so does not cause her to lose her Defense. Becoming tangible again is a reflexive action.
While intangible, the character cannot be affected by any physical attack. She is effectively in a state of Twilight, like a ghost, and can attack or be attacked by ghosts or other immaterial entities as if they were both solid. Everything the changeling wears and carries also becomes intangible, but the changeling cannot make anyone else intangible, even if the changeling picks the person up and carries him (at that point, the other person would fall through her arms). While intangible, the changeling can freely walk or stick her head through walls, drawers and all other objects. She cannot walk on air, though she can walk on still water as if it were solid ground; moving water may require a Dexterity + Athletics check to successfully navigate. She might also be able to leap partly through a ceiling and pull herself up to the next floor. If the character becomes tangible while part of her is embedded in solid or liquid matter, she takes three points of aggravated damage and is expelled to the nearest open space.
Exceptional Success: The changeling can pick up small objects (anything small enough to fit into her closed hand) while remaining intangible. The object becomes intangible once her hand closes around it. This may allow her to retrieve small objects from locked boxes.
Suggested Modifiers
–1 The changeling is intent on attacking someone.
+1 The changeling is being pursued and is not attempting to fight back.

Contracts of Vainglory

Changeling the Lost: 149
These Contracts draw on Glamour to make the changeling more impressive and awe-inspiring. Several of these clauses allow the changeling to reveal his true mien to mortals in a fashion that neither risks lowering his Clarity nor allows the mortals to remember it clearly. The Striking Looks Merit provides the listed +1 to +2 dice bonus to all Contracts of Vainglory.

Mask of Superiority (•)

Changeling the Lost: 146
The changeling convinces a single subject that she is his professional superior or someone of superior social status. This clause cannot compel anyone into obedience, only deceive him.
Prerequisites: None
Cost: 2 Glamour
Dice Pool: Wyrd+ Intimidation – Resolve
Action: Instant
Catch: The changeling pretends to be a socialite or similar celebrity whose fame comes from high standing or good looks alone..
Roll Results
Dramatic Failure:The subject takes extra offense to the changeling’s obvious lies, perhaps viewing her as dangerously deluded.
Failure: The illusion fails. The subject sees the changeling as she is.
Success: The changeling can either convince the subject that she is a high-ranking person in the subject’s workplace, or simply that she is a celebrity, someone important and worthy of notice and respect. The changeling doesn’t control who the target sees, only the general “someone in his workplace” or “a celebrity.” If the subject is expecting someone important to come and talk with him, he assumes the changeling is this person. This Contract does not force any particular action on the subject, but most will behave deferentially. Along with this effect, every success rolled adds one bonus die to all Social rolls to impress, intimidate or command the target. This effect lasts for one scene or until someone else convinces the target that the changeling is not who she claims to be.
Exceptional Success: In addition to the above effects, the target is firmly convinced of the changeling’s importance and will argue with anyone who claims otherwise. In his certainty, the target gains +1 die to all rolls to convince others of the changeling’s importance.
Suggested Modifiers
+1 The changeling is dressed appropriately for the position she claims.
-1 The changeling is dressed inappropriately for the position she claims.

Songs of Distant Arcadia (••)

Changeling the Lost: 149
Some Gentry keep slaves to provide them with more refined forms of entertainment. This clause allows changelings to become consummate performers, preternaturally skilled storytellers or inhumanly eloquent speakers.
Prerequisites: None
Cost: 2 Glamour
Dice Pool: Presence + Expression
Action: Instant
Catch: The changeling is giving a performance in front of a wealthy and powerful audience.
Roll Results
Dramatic Failure: The character’s confidence in her ability is utterly misplaced. She receives a –2 dice penalty to all Expression or Persuasion rolls for the next scene, but believes she is giving an excellent performance.
Failure: The changeling gains no bonus to speeches or performances.
Success: The character gains a number of bonus dice equal to her Wyrd to all Expression and Persuasion rolls for the next scene.
Exceptional Success: The changeling delivers an inhumanly excellent performance, adding a number of automatic successes equal to her Wyrd to her next Expression and Persuasion roll, as well as adding the usual bonus dice to all other Expression and Persuasion rolls for the next scene.
Suggested Modifiers
+1 to +2 The changeling is wearing an unusually fine costume, or using especially well-made instruments or other accoutrements.
-1 to -2 The changeling is dressed in an unassuming fashion without special props or accoutrements.

Splendor of the Envoy’s Protection (•••)

Changeling the Lost: 147
The Gentry sometimes send the finest on diplomatic missions where they must be both impressive and difficult to harm. The changeling temporarily abandons the Mask, revealing her fae mien to all mortals (and other beings) within sight. However, using this clause does not harm the changeling’s Clarity, because his appearance dazzles mortals with amazing glory rather than confusing or frightening them. Mortals can clearly see they are talking speaking to a creature of inhuman appearance, but this merely impresses them to the extent that mortal onlookers are incapable of attacking the character except in self-defense.
Prerequisites: None
Cost: 3 Glamour
Dice Pool: Presence + Wyrd
Action: Instant
Catch: This clause is invoked at a formal party containing at least a dozen people
Roll Results
Dramatic Failure: The character appears clumsy and ill mannered, suffering a –2 dice penalty to all Presence or Manipulation rolls for the next scene.
Failure: The character’s appearance is unchanged.
Success:The character appears in her true form. Onlookers are awed, but not frightened. The character gains the equivalent of the four-dot version of the Striking Looks Merit. This bonus adds to any others, such as if the character already has the Striking Looks Merit. In addition, as long as the changeling does not brandish a weapon or attempt to harm anyone, ordinary humans cannot attack her. They can attempt to block her path, but they cannot actually harm her except by accident. Supernatural beings may attack the changeling by making a successful reflexive Resolve + Composure roll before each attack. This Contract lasts for one scene, unless the character attacks someone or aims a weapon at someone with threatening intent. Either action instantly ends the Contract’s effects, but the character can order others to attack without necessarily dispelling the effects.
During this time, cameras and other electronic devices will not show or record the character’s true form. Afterwards, human onlookers still consider the changeling as striking and impressive, but either remember her appearance as a wondrous costume or forget that she looked at all inhuman. Supernatural onlookers remember the changeling’s true form, however. This clause affects everyone who sees the character during this scene, not merely those present when it was first invoked.
Exceptional Success: This effect lasts until the sun next rises or sets (whichever comes first).
Suggested Modifiers
+1 to +2 The character is wearing exquisite and expensive clothing.
–1 to –2 The character is wearing shabby or cheaply made clothing.
–2 The character is wearing a visible weapon.

Mantle of Terrible Beauty (••••)

Changeling the Lost: 147
The changeling appears in her fae mien to all onlookers in a fashion that makes her appear both frightening and terrible. Onlookers see the changeling as a great and terrible version of her normal seeming, but afterwards cannot remember the exact details of what she looked like, only that she filled them with utter terror. As a result, invoking this clause does not risk a changeling losing Clarity.
Prerequisites: None
Cost: 2 Glamour + 1Willpower
Dice Pool: Intimidate + Wyrd vs. the subject’s Composure + Wyrd
Action: Contested
Catch: The character is fighting a duel or some other combat that has been agreed upon in advance by both sides.
Roll Results
Dramatic Failure: The changeling looks harmless. All attackers gain confidence, giving them one additional die to all attacks on the changeling for the next scene. The changeling also cannot affect anyone within range until the sun next sets.
Failure: The clause fails to invoke.
Success: This clause affects everyone within three yards per dot of the changeling’s Wyrd. One contested roll may be made reflexively for a crowd of mortals based on the highest Composure present. Supernatural beings should each make their own resistance rolls. If the changeling rolls any successes, he fills the affected targets with a mixture of terror and awe. If he rolls more successes than a target, the person must flee the changeling’s presence in utter terror. Those who fail this contest but cannot flee are at a –2 dice penalty to all actions due to fear. They also cannot spend Willpower to gain three extra dice on any rolls, or +2 to any Resistance traits. (Willpower can be spent to activate capabilities or powers that require it, however.)
Anyone who rolls as many or more successes as the changeling need not flee, but the changeling awes and frightens them, causing a –2 dice penalty to all rolls to attack or attempt to harm the changeling. The changeling also gains +2 dice to all rolls to Intimidate everyone within range. The changeling’s awe-inspiring appearance persists until the changeling decides to resume her normal appearance or until the end of the scene, whichever comes first. Record the number of successes rolled for the changeling when this clause is activated, and compare it to any rolled for newcomers to the power’s area of effect. This awe cannot be used selectively, and affects all characters near the changeling (save those bound to her by a motley pledge or who share her Court). This clause cannot be used more than once on any subject in a single scene.
Exceptional Success: All who roll fewer successes than the changeling must either flee or cower helplessly until the awe ceases. Those who roll as many or more successes are at a –2 dice penalty to all actions.
Suggested Modifiers
+1 to +2 The changeling’s clothing, accoutrements or weapons are especially flamboyant and impressive.
–1 to –2 The changeling’s clothing, accoutrements or weapons are bland, shoddy or ill kept.

Words of Memories Never Lived (•••••)

Changeling the Lost: 148
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.
Prerequisites: None
Cost: 3 Glamour and 1 Willpower
Dice Pool: Wyrd+ Expression + 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
Catch: The changeling is attempting to convince the audience of something that she believes to be factually correct.
Roll Results
Dramatic Failure: The audience turns hostile. Those who are so inclined may turn to violence.
Failure: The performance is uninspired and has no effect on listeners.
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.
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.
Suggested Modifiers
+1 to +2 The changeling is wearing or using unusually fine costumes, instruments or other accoutrements.
+1 The character has three or more dots in Presence.
+2 The targets are an audience expecting and eager to see a speech or performance.
–1 to –2 The changeling is dressed in an unassuming fashion and without special props or accoutrements.

Contracts of Fang and Talon

Changeling the Lost: 142
Changelings use these Contracts to emulate and become closer to specific animals. Contracts of Fang and Talon are purchased separately, each Contract attuning itself to one specific type of animal. Canines, felines, sea mammals, predatory birds, fish, sharks or even bony fish are all sample possibilities. The character may choose to attune to a particular species, or as widely as a general family of animals; he could take affinity with Wolves or Canines, but not with Carnivora or Mammals. For example, a character assigning all her beginning five dots in Contracts could purchase Fang and Talon ••• (Canines) and Fang and Talon •• (Birds of Prey), or Fang and Talon • (Oxen), Fang and Talon •• (Equines) and Fang and Talon •• (Goats). Purchasing more dots of any given Contract of Fang and Talon does not increase the others. However, the Beast seeming’s affinity applies to all Contracts of Fang and Talon, allowing Beasts to purchase multiple Contracts of Fang and Talon at reduced cost. In addition, learning new versions of already known clauses is half the cost (round down) of learning a new Contract. For example, a character with Fang and Talon •• (Snakes) and Fang and Talon • (Lizards) could purchase the second dot of Fang and Talon (Lizards) at half cost, as she already knows Beast’s Keen Senses (Snakes). However, a character with Hearth ••• and Fang and Talon •• (Bats) would not pay half cost for the third dot in Fang and Talon (Bats), as she hasn’t yet learned the specific Pipes of the Beastcaller clause.

Tongues of Birds and Words of Wolves (•)

Changeling the Lost: 149
The changeling can communicate with the general type of animal represented in the Contract. This communication is partially empathic, but the changeling must either whisper to the animal in her own language or attempt to imitate whatever sounds the animal uses to express itself. Most animals make some sort of noise while responding, but they need not do so. Animals tied to the changeling by kith or this Contract instinctively feel a kinship with the changeling and readily communicate unless immediate circumstances, such as an obvious threat, intervene. Simpler, less intelligent animals communicate with less complexity. Mammals and birds are relatively easy to speak with. However, reptiles, invertebrates and most fish can provide only very simple information, such as whether or not any humans recently came near or the general location of fresh water.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wyrd + Animal Ken
Action: Instant
Catch: The changeling gives the animal a new name.
Roll Results
Dramatic Failure: The character angers or scares the animal he tries to approach and cannot use this clause for one full scene.
Failure: No communication occurs.
Success: The changeling can speak to all animals of the specified type for the next scene.
Exceptional Success: The animal feels affection and loyalty toward the character. The animal is actively helpful and volunteers information unasked if it considers that information important (so far as its intelligence allows).
Suggested Modifiers
+1 The character imitates the animal’s sounds and body language.
–1 The animal is frightened or hurt.

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.

Fleeting Autumn

Changeling the Lost: 156
These Contracts provide the changelings who wield them power over aspects of fear.

Witches’ Intuition (•)

Changeling the Lost: 151
The character dredges knowledge of one fear from the subject’s mind or subconscious.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wits + Wyrd – subject’s Composure
Action: Instant
Catch: The Contract’s subject does not know the character’s name.
Roll Results
Dramatic Failure: The character fails to discern one of the subject’s fears. Worse, the next time the character speaks to the subject, the character will accidentally let the subject know one of hers.
Failure: The character learns no fears.
Success: The character acquires knowledge of one of the subject’s fears. See the list of suggested modifiers below for guidelines on what fear the character learns.
Exceptional Success: The character learns two fears of the targeted level, if there are two such fears to be had.
Suggested Modifiers
+1 The character has a pledge with the target.
— The character discerns a fear currently in the
forefront of the target’s mind.
–1 The character learns a fear not currently concerning the target.
–1 The character learns a specific kind of fear (i.e., Halloween monsters, school-related, etc.). –2 The character discovers a fear the target
recognizes but generally keeps hidden.
–3 The character finds a fear the target hides even from herself.