Custom Directional Court Contracts

Contracts of the North

The Contracts of the North allow a changeling to manipulate the signature emotion of the Court: Suffering
.
The Dragon Knows (•)

The character can tell why a person is suffering, guessing her troubles with but a glance.

Prerequisites:None

Cost:1 Glamour

Dice Pool:Wyrd + Empathy – subject’s Composure

Action:Instant

Catch:The character looks into the subject’s eyes for a moment.

Roll Results

Dramatic Failure: The character cannot figure out why the subject is suffering, but it afflicts the character as well. This transference lasts the rest of the scene and inflicts a –1 die penalty on his social dice pools.

Failure: The character fails to discover the subject’s problems.

Success:The character discovers the root of the subject’s suffering. This Clause reveals only the cause of the suffering the subject feels now, and returns no result at all (even if successfully used) if the subject is not currently experiencing suffering (or sadness or another similar emotion).

Exceptional Success:If the subject is not currently suffering but was within the last hour, the character finds out the cause of that and why it ended.

Suggested Modifiers
Modifier Situation
+1 The emotion is evident.
–1 The subject is hard to see.

Slipknot Dreams (••)
The changeling forces a person to forget about her suffering just long enough to deal with the matters at hand.

Prerequisites:Mantle (North) • or Court Goodwill (North ) •••

Cost:1 Glamour

Dice Pool:Manipulation + Subterfuge + Mantle (North) – subject’s Resolve

Action:Instant

Catch:The subject has accepted something from the character within the past 24 hours.

Roll Results

Dramatic Failure: The subject becomes lost in her suffering, making it even more difficult to deal with her.

Failure:The character fails to put off the subject’s suffering.

Success:The subject completely forgets her problems, or even that she was suffering just a moment ago. She acts as though everything were perfectly all right for a number of minutes equal to the successes rolled.

Exceptional Success:The character may, if he so desires, cause the subject to remain blissfully ignorant for a full hour.

Suggested Modifiers
Modifier Situation
+1 Minor or distant suffering (goldfish died, weeping over the state of the world)
–2 Deeply personal tragedy (entire branch of the family dead in accident)

Faces in the Water (•••)
The subject remembers a painful memory from her past and dwells on it, filling herself with suffering.

Prerequisites:Mantle (North ) •• or Court Goodwill (North) ••••

Cost:1 Glamour

Dice Pool: Intelligence + Investigation + Mantle ( North ) – subject’s Composure

Action:Instant

Catch:The subject is carrying a photograph (or other image) of an older relative or ancestor on her person.

Roll Results

Dramatic Failure:The attempt fails, and the subject is immune to the character’s Contracts of the East for one full day.

Failure:The subject remains unaffected.

Success:The subject recalls one painful memory, and it causes her suffering. The character has no influence over what memory surfaces. The subject’s Social rolls suffer a dice penalty equal to half the number of the character’s successes; the same penalty is applied to people attempting
to influence the subject. The recollection and suffering lasts for one scene.

Exceptional Success:The character may also choose to trigger another such event (which may or may not be a different memory) at a set time within the next 24 hours.

Suggested Modifiers
Modifier Situation
+1 The subject has a doleful personality.
–1 The subject is naturally upbeat.
–1 Something good just happened to the subject.
–3 The subject has no genuinely painful memories (a truly innocent child, for instance).

Cold Winds of the North (••••)
Suffering bears down upon the target. The character eliminates a person’s ability to experience positive emotions for a significant period of time.

Prerequisites:Mantle (North) ••• or Court Goodwill (North) •••••

Cost:2 Glamour

Dice Pool: Manipulation + Intimidation + Mantle (North ) vs. Composure + Wyrd
Action:Contested; resistance is reflexive.

Catch:The character has made the subject happy (or happier) within the last 10 minutes.

Roll Results

Dramatic Failure: The subject remains capable of positive emotions and becomes immune to the character’s
Contracts of the North for one full day.

Failure:The character does not affect the subject.

Success:The subject loses all capability to experience positive emotions such as joy, happiness and variations
thereon for one day per success rolled. She becomes unable to regain Willpower by acting on her Virtues or Vices, and suffers a –2 dice penalty to all Social rolls.

Exceptional Success:The subject’s positive emotions remain deadened until the changeling releases them.

Suggested Modifiers
Modifier Situation
+1 The subject is already suffering.
–1 The subject is experiencing positive emotions currently.
–2 The subject’s positive emotions are notably strong.

Jewels of Suffering (•••••)

The character magnifies the emotions of a suffering person to such extremes that the subject becomes incapable of taking any action.

Prerequisites:Mantle (North) ••••

Cost:3 Glamour + 1 Willpower

Dice Pool:Manipulation + Persuasion + Mantle (North) vs. Composure + Wyrd

Action:Contested; resistance is reflexive.

Catch:The subject has tasted one of the changeling’s tears.

Roll Results

Dramatic Failure: The subject remains as he was, but the character is momentarily overcome with great suffering. He loses his Defense until his next action.

Failure: The character fails to inflate the subject’s emotions.

Success:The subject’s suffering grows to unmanageable proportions. She can do nothing beyond curl up and feel
terrible for a number of turns equal to the successes rolled. The subject may take no actions and may not move but retains her Defense. This Contract affects only subjects already feeling suffering.

Exceptional Success: The subject’s emotion so overwhelms her that she loses her Defense for the contract’s
duration.

Suggested Modifiers
Modifier Situation
+2 The subject’s suffering is already great.
+1 The subject’s suffering is strong.
–1 The subject’s suffering is quite minor.

Contracts of the East

Glint of the Emerald Eye (•)

The character looks into the eyes of the subject and sees reflected there all those things that the subject covets…and if he looks deep enough, he can see who possesses these things that the subject covets.

Prerequisites:None

Cost: 1 Glamour

Dice Pool: Wits + Wyrd

Action: Instant

Catch: The subject has expressed a desire for something within hearing of the character within the last 24 hours.

Roll Results

Dramatic Failure: The character receives false information, becoming convinced the subject is envious of something she is in fact not.

Failure: The character cannot see beneath the surface of the subject’s eyes.

Success: The character learns one of the objects of the subject’s envy. See suggested modifiers for the depths this contract can plumb.

Exceptional Success: The character also gleans a hint as to the identity of the person who possesses or is the target of the subject’s envy.

Suggested Modifiers
+1 ~ The subject’s Vice is Envy.
+1 ~ The character has a pledge with the subject.
+0 ~ The character discerns an object of envy currently at the forefront of the subject’s mind.
-1 ~ The object of envy is not currently on the subject’s mind.
-1 ~ The character seeks a specific kind of object of envy (sexual, monetary, heirloom, etc).
-2 ~ The character discovers an object of envy that the subject generally keeps hidden.
-3 ~ The character discovers an object of envy that the subject attempts to deny, even to herself.

Shades of Green (••)

The character reaches out and manipulates the envious desires of the subject.

Prerequisites:Mantle (East) • or Court Goodwill (East) •••

Cost: 2 Glamour, add 1 Willpower for a Supernatural target.

Dice Pool: Manipulation + Persuasion + Mantle (East) – Resolve + Wyrd.

Action: Contested, resistance is reflexive.

Catch: The character is acting to make the subject jealous of her or is doing so in order to fulfill a pledge.
Roll Results

Dramatic Failure: The character becomes consumed by envy for the subject or the designated object.
Failure: Nothing happens.

Success: The subject’s object of envy changes in a manner of the character’s choosing. See the list of suggested modifiers that follows for guidelines on how the character may affect the target. The change lasts for one day per success rolled, though natural interaction may be able to prolong the desire beyond the point where the supernatural effect ends.

Exceptional Success: The change is instead permanent. The inflicted changes remain until the character chooses to release them, and they may then become natural.

Suggested Modifiers
+0 ~ The character changes one object of envy for another, similar object.
-1 ~ The character affects an object of envy kept hidden from others.
-1 ~ The character changes an object of envy moderately.
-2 ~ The character changes an object of envy the subject conceals from herself.
-2 ~ The character changes an object of envy significantly.
-5 ~ The character eliminates an object of envy or creates one from scratch.

Stir the Beast (•••)

The character may bolster the Envy within an individual, calling it to preeminence.

Prerequisites:Mantle (East) •• or Court Goodwill (East) ••••

Cost: 1 Glamour

Dice Pool: Manipulation + Empathy + Mantle (East) – Subject’s Resolve + Wyrd

Action: Contested.

Catch: The subject is verbally expressing envy for someone or something.

Roll Results

Dramatic Failure: The character’s own Envy chokes her. She loses one point of Willpower.

Failure: The subject’s Vice remains unaffected.

Success: The character is able to change the subject’s Vice to Envy for 24 hours. During that time, she may add her Wyrd to all Manipulation rolls made to influence the subject during that time.

Exceptional Success: The character’s Envy rejoices in bringing another low. The character regains one point of Willpower.

Suggested Modifiers

+2 ~ The subject’s Vice is already Envy.

Miser’s Vault (••••)

Faerie creatures are jealous of their treasures. They hide them, protect them with magics strange and fell and do all within their power to protect them from greedy mortals. This clause is a great aid to those who seek to keep their valuables safe from prying eyes and grasping hands.

Prerequisites:Mantle (East) ••• or Court Goodwill (East) •••••

Cost: 1 Glamour

Dice Pool: Intelligence + Larceny + Mantle (East)

Action: Instant

Catch: The character is hiding or retrieving a family heirloom.

Roll Results

Dramatic Failure: The item is lost in the Hedge forever. It may be found as a Token someday, but if it is the character who finds it, it’s more likely than not a cursed object.

Failure: The pocket gate fails to open.

Success: The character opens up a small gate to the Hedge (requiring all of the parameters of opening a normal Hedge Gate). The character is then able to stash the item securely in a small twist in Hedgespace. It remains safely hidden for a number of days equal to the successes on this roll. Any longer and the Hedge swallows its due.

Exceptional Success: The character may open another gate, anywhere else, and retrieve the item therefrom so long as the duration is not up.

Suggested Modifiers
+1 ~ The character possesses the merit Hedge Gate Sense.

Green-Eyed Monster (•••••)

The character causes the subject’s envy to run wild and consume their mind for a short time.

Prerequisites:Mantle (East) ••••

Cost: 3 Glamour + 1 Willpower

Dice Pool: Manipulation + Expression + Mantle (East) vs. Composure + Wyrd

Action: Contested and Extended (subject’s Willpower in successes, one roll is made each turn); resistance is reflexive.
Catch: The subject of the clause has voluntarily and without coercion admitted those things she is envious of to the character.

Roll Results

Dramatic Failure: The clause backfires, affecting the character for one scene instead of the subject.

Failure: Nothing happens.

Success: The character rolls more successes than the subject and makes headway. If the character reaches the required number of successes, the target feels the immediate impulse to try and make the object of her envy her own. Responsibilities and even rational thinking go out the window. See the list of suggested modifiers below for guidelines on the effect’s duration.

Exceptional Success: The character rolls many more successes and makes great headway.

Suggested Modifiers

+1 ~ Five minute duration.
+0 ~ One scene’s duration.
-1 ~ One hour’s duration.
-2 ~ One day duration.
-3 ~ Two days duration.

Contracts of the West

Prideful Things (•)

The character is able to look into the soul of the subject and gain a glimpse of those things which stand out as endeavors, qualities.

Prerequisites:None

Cost: 1 Glamour

Dice Pool: Wits + Wyrd vs. Composure + Wyrd

Action: Contested

Catch: The character had goaded the subject into boasting of his deeds within the past 24 hours.

Roll Results

Dramatic Failure: The changeling receives a false impression, becoming absolutely sure that she has seen aright.
Failure: The character cannot discern anything.

Success: The changeling learns one of the subject’s proudest moments or most valued traits. See suggested modifiers for the gradients of pride this power can access.

Exceptional Success: The character receives a hint at how best to play upon the subject using his pride against him.

Suggested Modifiers
+1 ~ The character has a pledge with the subject.
+0 ~ The character discerns an object of Pride at the forefront of the subject’s mind.
-1 ~ The character discerns an object of Pride not currently concerning the subject.
-2 ~ The character discerns an object of Pride that the subject recognizes but only rarely allows himself to revel in.
-3 ~ The character discerns an object of Pride that the subject hides, even from himself.

Mark the Unworthy(••)

The character may challenge the Honor of an individual, testing their resolve

Prerequisites:Mantle (West ) • or Court Goodwill (West) •••

Cost: 1 Glamour

Dice Pool: Manipulation + intimidation + Mantle (West) – Subject’s Resolve + Wyrd

Action: Instant

Catch: The subject is in engaged in an dishonorable action.

Roll Results

Dramatic Failure: The character’s lack of confidence in her own honor trips her up. Her failure crashes down on her and she loses a point of willpower.

Failure: The subject’s Vice remains unaffected.

Success: The character is able to change the subject’s Vice to Dishonorable for 24 hours. During that time, she may add her Wyrd to all Manipulation rolls made to influence the subject during that time.

Exceptional Success: The character’s confidence in her own honor accents her success. The character regains one point of Willpower.

Blind Sight (•••)

Though Blind, Justice Sees. The character calls upon that quality so linked to honor to grant himself vision in darkness, fog or other, shrouded environments.

Prerequisites:Mantle (West ) •• or Court Goodwill (West) ••••

Cost: 2 Glamour

Dice Pool: Wits + Survival + Mantle (West)

Action: Instant

Catch: The character has voluntarily gone without sight for an hour’s waking time within the past 24 hours.

Roll Results

Dramatic Failure: The contract rebounds, blinding him, slightly. He suffers a -2 penalty to all Perception rolls for the remainder of the scene.

Failure: The character must rely on her senses alone, unaugmented.

Success: The character gains the ability to see through fog, darkness or any other naturally occurring phenomenon that impedes or otherwise blocks vision. This does not reveal hidden creatures or traps, merely allows the character to move about as if she were walking in full daylight.

Exceptional Success: The character gains an addition +2 to all perception rolls for the remainder of the scene.

Suggested Modifiers
+1 ~ The character does not wear any type of corrective lenses for vision.
-1 ~ The character is visually impaired to some degree, naturally.

Balancing of the Scales (••••)

The character binds the destiny of two individuals together for a brief time. What one suffers, the other suffers. This might cement a blood bond with an honorable ally or chain a dishonorable enemy from spilling your blood.

Prerequisites:Mantle (West ) ••• or Court Goodwill (West) •••••

Cost: 2 Glamour + 1 Willpower

Dice Pool: Presence + Empathy + Mantle (West ) – the highest Composure+Wyrd between the two targets (or the opponent’s Composure+Wyrd, if the caster is binding himself to another).

Action: Instant and Contested, resistance is reflexive.

Catch: Each target has spilled the blood of the other with the past 24 hours.

Roll Results

Dramatic Failure: The character instead takes on the burden of life of the target(s). All wounds they suffer are transferred to him as well as them.

Failure: The targets remain unbound.

Success: The two targets are bound together. Whatever wounds one suffers, the other suffers as well and vice versa. Whatever supernatural healing one benefits from, the other does as well. This binding persists for one day per point of the caster’s Wyrd.

Exceptional Success: The character may also embed a condition which ends the spell before the duration is up. This is almost always some variant of one character rescuing the other, or both charactering coming to respect one another.

Suggested Modifiers
+1 to +2 ~ The crimes of one target against the other and vice versa are particularly heinous.
-1 to -2 ~ The caster has little or no cause to invoke this clause against the targets.

The Punishment Must Fit the Crime (•••••)

When honor demands wrongs be righted, this is the ultimate means of assuring it is so. With a twisting of Fate, the character calls back old wrongs and visits them upon their originator. Also known as “Insta-Karma” by the less reverent of the other Courts, this dread clause is enough to evoke terror in the most hardened of hearts. Fate and Time twist and conspire to bring a suitable punishment down on the head of the subject.

Prerequisites:Mantle (West ) ••••

Cost: 5 Glamour + 1 Willpower Dot

Dice Pool: Resolve + investigation + Mantle (West ) vs. Composure + Wyrd

Action: Instant and Contested.

Catch: The subject has committed a crime so heinous that it calls for a trial before the heads of the Courts…and she has been found guilty and sentenced to this clause as punishment.

Roll Results

Dramatic Failure: The clause affects the caster instead of the subject, bringing Fate down upon his head.

Failure: Nothing happens, no prices are paid. The clause may be attempted again.

Success: The Mark of Honor Impugned appears on the forehead of the condemned. She is freed to go about her life, bound by the power of this clause. Over the course of the next few days (equal to the caster’s Wyrd), Fate conspires to bring all her misdeeds home to roost. The punishments for these deeds are always ironic and often twisted with malicious faerie justice. The jaywalker is hit by a car. The bank robber returns home to find all of his worldly possessions stolen. No known magic can lift this geas. If the subject survives this period of punishment, her crimes are considered paid for and the Mark of Honor Impugned fades from her brow. This, however, is an occurrence passing rare, as this clause is traditionally reserved for only the most heinous of villains.

Exceptional Success: The Mark of Honor Impugned looks forward in Time and, should the subject plot to revenge herself upon those who punished her, brings just punishment back upon her head, in anticipation fo the crimes she intends to commit…almost always resulting in the death of the subject.

Suggested Modifiers
+1 to +4 ~ Condemnation from the ruler of each Courts
+2 ~ The condemned crimes include any Morality 1 sins (this modifier applies at the StoryTeller’s discretion).
-5 ~ The character is wrongly accused and wrongly condemned. Fate resists perversions of Justice, even if it does not outright deny them.

Contracts of the South

Tempter’s Gaze (•)

This clause takes the first step in invoking a person’s emotions — or teasing him and stringing him along — by revealing what his emotional vulnerabilities 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 emotional vulnerability involves the character.

Roll Results

Dramatic Failure:The changeling receives false impressions, becoming absolutely sure that the subject’s is prone to an emotion it is not.

Failure:The character cannot discern the subject’s emotional weaknesses.

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 provides the character with two weakness of the targeted level, or the knowledge that there is only one weakness at that level.

Suggested Modifiers
Modifier Situation
+1 The character has a pledge with the subject.
–1 The character learns a specific kind of emotional weakness
(what makes the target happy, sad, etc).
–2 The character discovers a weakness the subject recognizes but generally keeps hidden.
–3 The character finds a weakness the subject hides even from himself.

A Trick of the Heart (••)

The changeling appears as whomever the subject most associates with its current emotional state.
Prerequisites:Mantle (South) • or Court Goodwill (South) •••

Cost:2 Glamour

Dice Pool:Presence + Subterfuge + Mantle (South) vs. subject’s Composure + Wyrd

Action:Instant

Catch:The character has recently offered food to the target and the target has accepted, or vice versa.

Roll Results

Dramatic Failure:The character is not disguised and the subject is aware an attempt at manipulation has occurred. The character is not aware of the failure.

Failure: The character appears as herself, and she is aware of the failed attempt.

Success: The subject recognizes the character as the person he most associates with the currently experienced emotion. The character has no say over who she becomes, she just knows that she is recognized as the desired individual. This lasts for one scene.When using this power on a group of observers, the changeling chooses one as the subject but subtracts the highest Composure in the group from her roll. Success indicates that all observers see her as the same person.Acting in ways foreign to the visage donned allows reflexive Wits + Composure rolls from people who know whomever the character is pretending to be. These rolls suffer a dice penalty equal to the successes on the character’s activation roll but gain a +1 or +2 dice bonus for actions flagrantly out of character.Note that the changeling does not always appear as someone the subject knows.

Exceptional Success: The deception lasts as long as the changeling would like to maintain it.

Suggested Modifiers
Modifier Situation
+1 The character knows the subject’s current emotion(s).
— The character approaches the subject “blind.”

The Majestic Charm (•••)

Humans are fickle creatures, changing emotions with the day. This Contract allows the character to direct a subject’s emotions somewhat.

Prerequisites:Mantle (South) •• or Court Goodwill (South) ••••

Cost:2 Glamour; add 1 Willpower for a supernatural subject

Dice Pool: Manipulation + Persuasion + Mantle (South) – subject’s Resolve

Action:Contested; resistance is reflexive.

Catch:The character is acting to make the subject desire her or is doing so to resolve a pledge.
Roll Results

Dramatic Failure:The target develops an active hostility to the character

Failure:The subject’s emotions do not change.

Success:The subject’s emotions change in a manner of the character’s choosing. See the suggested modifiers list that follows for guidelines on how a character may affect the target. The change lasts for one day per success rolled, though natural interaction may be able to prolong the desire beyond the point where the supernatural effect ends.
Exceptional Success:The change lasts a week per success rather than a day.

Suggested Modifiers
Modifier Situation
+1 The character changes a minor emotion (annoyance, irritation, indifference)
– The character changes a significant emotion (happiness, contentment, anger)
–1 The character changes a major emotion (joy, anger, serenity)
–3 The character changes a minor emotion to a major emotion, or vice versa

Blind Watchmaker (••••)
The changeling creates an object that best reflects another person’s emotional state out of nothing but emotion, dreamstuff and random materials.

Prerequisites:Mantle (South) ••• or Court Goodwill (South) •••••

Cost:2 Glamour

Dice Pool:Wits + Craft + Mantle (South)

Action: Extended (2+ successes, based on the complexity and size of the object; each roll represents 10 minutes of effort)

Catch: The subject has recently (within one week) given the character a gift. This gift comes with no strings attached, including any expectation of this gift.

Roll Results

Dramatic Failure: The character creates the object, but it is destined to fail its wielder at an appropriately dramatic moment — the gun jams at the last minute, the masterpiece painting discolors in the sun or the key breaks off in the lock.

Failure:The character makes no progress.

Success:The character makes progress toward creating the object. The changeling doesn’t know exactly what she’s creating until she’s halfway finished, nor does she know how many successes will be required. The number of required successes is equal to the object’s Size + rough complexity, 1 being no moving parts and 10 being a high-precision pocket watch. Things created through this Contract last for the rest of the scene (or longer, based on modifiers) before returning to their original states. Until that time, they function perfectly as normal.
Exceptional Success:The character makes significant progress toward creating the object.

Suggested Modifiers
Modifier Situation
+1 Exceptionally appropriate materials
–1 Exceptionally inappropriate materials
–1 Object is exceptional (per point of equipment bonus above normal)
–1 One-hour duration
–2 One-day duration
–3 Two-day duration

Waking the Inner Faerie (•••••)
The changeling makes a target act on his current emotion, regardless of other considerations.

Prerequisites:Mantle (South) ••••

Cost:3 Glamour + 1 Willpower

Dice Pool:Intelligence + Expression + Mantle (South) vs. Composure + Wyrd

Action:Contested and Extended (subject’s Willpower in successes, one roll is made each turn); resistance is reflexive.

Catch:The subject of the Contract has voluntarily and without coercion confided his emotion state(s) to the character.

Roll Results

Dramatic Failure: The Contract backfires, affecting the character for one scene instead of the subject.

Failure: The character rolls fewer or equal successes than the subject. The character makes no headway.

Success:The character rolls more successes than the subject and makes headway. If the character reaches the required number of successes, the target feels the immediate impulse to act on his strongest emotion. He abandons other responsibilities and rational thinking to obey that urge. See the list of suggested modifiers below for guidelines on the effect’s duration.

Exceptional Success:The character rolls many more successes than the subject and makes great headway.

Suggested Modifiers
Modifier Situation
+1 The character knows what the target’s greatest emotions are.
+1 Five-minute duration
— One scene’s duration
–1 One-hour duration
–2 One-day duration
–3 Two-day duration

Custom Directional Court Contracts

The Ameth Chronicle ADP ADP