Wednesday, May 25, 2011

Contracts of Kohl/Prisoner: Changeling the Lost

Two new Contract set ideas for Changeling the Lost. The second one I posted a couple of years ago, but I thought worth reposting since it had been lost from our campaign. Both sets have been written using our homebrew rules, but could be easily adapted over to WoD system mechanics.

CONTRACTS OF KOHL

Social, Affinity: Fairest

Kohl is a cultural tradition predominantly found in the Middle East, Africa and South Asian regions—all of these are areas where the heat and sun are constant. The Contracts revolve around protection, status and the eyes. The process of making Kohl is time-intensive, taking the better part of a day, but the result will remain pure and suitable for these Contracts for a full month. All Contracts assume that kohl or some dark kohl-like cosmetic is being applied. All Contracts of Kohl have a dusk/dawn or dawn/dusk duration.

Because Kohl is seen as a form of protection, these contracts are notable for their ease in bestowing upon others and have a secondary effect of communicating regard and the intent to protect to the recipient.

Drink the Sun (•)

This Contract grants protection from penalties to vision from light, flashes or glare. For Darklings upon whom this Contract is bestowed, they may make a Physical pull to resist the effects whereas otherwise they would have no chance of resisting.

Cost: 1 Glamour

Catch: Changeling uses kohl they've made themselves.

The Eloquence of the Eyes (••)

The Contract grants a +1 bump to Expression for any interaction that involves eye contact.

Cost: 2 Glamour

Catch: Recipient gazes at self in mirror for at least three minutes before kohl is applied and then another seven minutes after.

Warding the Evil Eye (•••)

Recipient of the Contract is more likely to escape the notice of those with dark intent. So long as recipient does not act aggressively, issue commands or take possession of any object desired by the one who might do them harm, the recipient will remain low among the priorities or desires of those of unkind intent, appearing inconsequential.

Cost: 1 Glamour

Catch: Put a visible dot of Kohl on the left side of the forehead of the one to be protected—for children, the dot may be hidden by placing it under the right ear or at the nape of the neck.

Cooling the Eyes (••••)

Recipient of the Contract receives a +2 bump to disguise intentions and emotions, appearing calm, collected and thoughtful.

Cost: 2 Glamour

Catch: Eyes are completely ringed by kohl (although skill and care can make this quite subtle on all but the palest of complexions).

Mark of Station (•••••)

Recipient gains an aura of rightful authority and entitlement. Challengers and nay-sayers act at a -2 penalty to call their actions or choices into doubt or to impugn their reputation among any who can see the recipient of this Contract.

Cost: 2 Glamour

Catch: Station marked is in fact possessed by the recipient of the Contract.



CONTRACTS OF THE PRISONER


While all Changelings suffer in their durance at the hands of the True Fae, the nature and representation of that despot's soulscape varies from realm to realm. The Wizened serve have positions and occupations-- professions twisted to serve the ends of their masters. The Fairest often least understand the nature of their imprisonment-- that they live out another's twisted sense of beauty and greatness. Even those who seem to have freedom in Arcadia do not-- their actions instead serve out the whims of the Old Ones. Or at least that suspicion chews at the minds of those Changelings.

Some, however, do serve more classically as prisoners and slaves, most often the Darklings, for whom suffering and isolation has been made an art. The Contracts of the Prisoner represent a minor form of rebellion, but more for the cause of survival. While these Contracts cannot affect the True Fae, they can affect minions set upon the Changelings. It should be noted that they cannot affect the truly souless or fully bestial, as those things possess no conscience for these contracts to reflect upon.

The Prisoner's Sustenance (*): While chained, enslaved or under the enforced orders or onus of another, the Changeling may significantly reduce their need to eat or drink. They require only a crumb of food or a drop of water. This lasts from sunrise to sunset (or vice versa). A Changeling may only activate this contract consecutively a number of times equal to their Wyrd. Overuse and reliance upon it can cause Clarity damage or derangements.

Catch: None-- may only be performed under the above-mentioned circumstances.

Cost: 1 Glamour

Cry for Brethren (**): The Changeling may contact another known Changeling for aid and assistance. This gives the targeted Changeling a visual signal indicating direction, but not distance. This affect cannot reach across from the Hedge to the Real World (and vice versa). It lasts a number of hours equal to the Changeling's Wyrd.

Catch: The targeted Changeling has made a pact to aid the user.

Cost: 2 Glamour

Hide Among the Dead (***): The Changeling may give the appearance of being dead. To all non-invasive techniques they will appear to have died. If the Changeling has been injured, death will seem to have occurred from that wound. If not if will seem to have happened from blunt trauma. While in this state, the Changeling reduces their bodily functions, but will be hungry, thirsty and weak when they awaken. If wounded while in this state, the Changeling will awaken groggy and disoriented. While in the “trace” state, the Changeling has limited perceptions-- as if the character hovering between sleep and waking. The Changeling may choose to awaken at any time-- though groggily-- or the affect ends after a number of hours equal to the Changeling's Wyrd.

Catch: The Changeling lies down among corpses.

Cost: 2 Glamour

Knotted Mercy (****): The Changeling may select a target to bind with themselves. From that point forward, damage done by one of the pair to the other will be echoed on both. This means that if one of the pair does wound levels to the other, both will suffer the same amount of damage. This damage cannot kill. Should one of the pair be killed by other damage, the other will fall unconscious. Damage dealt in this way cannot be soaked by armor or other means. The Changeling who invoked this Contract cannot heal damage dealt to themselves via this affect by means of their own Contracts or abilities-- instead it must either heal naturally or through the intervention of another party.

Catch: The Changeling has kissed the target

Cost: 3 Glamour

The Martyr's Wedding (*****) When a Changeling touches the skin of a target and invokes this contract, both parties die. Targets of significant power or much higher Wyrd may resist this effect. If the target resists the effect, the Changeling who invoked it does not die, but will fall unconscious.

Catch: None

Cost: 4 Glamour (if failed, otherwise, none)