changeling the lost - house rules

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Changeling the Lost Changeling the Lost Changeling the Lost Changeling the Lost Goblin Chronicles Goblin Chronicles Goblin Chronicles Goblin Chronicles Below are alternative rules to the Setting of Changeling the Lost. True Fae True Fae True Fae True Fae The True Fae, natives of Faerie who possess vast power and take numerous different forms that they switch between like masks. These "true faeries" are rare indeed, possessed of immense power and infinite disguises. If they desire, these Folk can manifest as dragons, giants, totem spirits or even gods. They cannot be defined by race, species or type like the Changelings and their Seemings and Kiths, rather they are beyond such distinctions, being more than mortal and therefore more than such simple definitions. While one who appears as a beautiful woman bound to rivers and wielding water magics may be called a Nymph by some, this is just one of the Guises she may take. She may instead choose to appear as twisted river hag, as a large talking fish or even as an animate part of the river itself. Fae are notorious shapeshifters and they change their appearance as the mood takes them. They are the eldest and most powerful of the Fae, commonly termed the Gentry, but they also the most alien as they are the furthest removed from humanity. They are the Arcadian born Lords and Ladies of Illusions, Stories and Dreams. They seem mortal, yet they are not. They can be grand, yet they often choose not to be. They are powerful yet certain deeds can banish them from a single guise, but nothing on earth can truly destroy them. Because they can't die, don't age, never grow from children to adulthood, the True Fae can't understand the human condition. They may act sympathetic, practice cruelty, affect nobility or assume fearfulness but they are not in any way mortal. They cannot comprehend mortal concerns. This distance makes them alien, even when they reach out lovingly. The divide makes us Other - them to us and us to them. The True Fae simply lack Empathy. They cannot relate to other beings in the same way that others take for granted, they are individuals at their core and simply cannot see anything beyond that. Even their servants, allies, enemies, lovers, children etc. are simply parts of "their" story. Being able to see beyond yourself and empathize with others is what gives birth to the Charlatans and Dreamers. However, they cannot be classified as "Evil." In fact, while some may appear as good or evil, but such labels are an imperfect fit at best for beings that are so Other in origin. They are simply to alien and other to be defined as truly good or evil. However, some are more "benevolent" then others. Such Gentry are often fair to behold, speak in melodious voice and take no servants who do not come of their own free will. This is not to say that those they take know what they are getting into. Nor that their time in Faerie is any less mind-shattering or mystically life altering. However, those taken by the such Faeries have a Durance that is less slavery and more glorious. They can be squires or damsels, march in foreign wars or serve as castle pig-herd, experience trials and tribulations, and may face incredible darkness, but their Masters are not monstrous torturers. Those who serve them may elect to leave service, or are released after an agreed upon period of time. Less frequently, they flee before their contract is up or are hunted out of Faerie because they betrayed the trust of their Master or Mistress. However, like all Gentry, the way they act is completely up to the whims of the Gentry. One who is kind and nurturing to one Changeling may be a harsh and cold mistress to another. To this Changeling, the True Fae are monstrous tormentors who trick, steal or beguile mortals into serving them. These are the Keepers, monsters of Legend. Theirs is the story of darkness and they eagerly play the villains.

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House Rules for Changeling the Lost

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Page 1: Changeling the Lost - House Rules

Changeling the LostChangeling the LostChangeling the LostChangeling the Lost Goblin ChroniclesGoblin ChroniclesGoblin ChroniclesGoblin Chronicles

Below are alternative rules to the Setting of Changeling the Lost.

True FaeTrue FaeTrue FaeTrue Fae The True Fae, natives of Faerie who possess vast power and take numerous different forms that they

switch between like masks. These "true faeries" are rare indeed, possessed of immense power and

infinite disguises. If they desire, these Folk can manifest as dragons, giants, totem spirits or even

gods. They cannot be defined by race, species or type like the Changelings and their Seemings and

Kiths, rather they are beyond such distinctions, being more than mortal and therefore more than

such simple definitions. While one who appears as a beautiful woman bound to rivers and wielding

water magics may be called a Nymph by some, this is just one of the Guises she may take. She may

instead choose to appear as twisted river hag, as a large talking fish or even as an animate part of

the river itself. Fae are notorious shapeshifters and they change their appearance as the mood takes

them.

They are the eldest and most powerful of the Fae, commonly termed the Gentry, but they also the

most alien as they are the furthest removed from humanity. They are the Arcadian born Lords and

Ladies of Illusions, Stories and Dreams. They seem mortal, yet they are not. They can be grand, yet

they often choose not to be. They are powerful yet certain deeds can banish them from a single

guise, but nothing on earth can truly destroy them. Because they can't die, don't age, never grow

from children to adulthood, the True Fae can't understand the human condition. They may act

sympathetic, practice cruelty, affect nobility or assume fearfulness but they are not in any way

mortal. They cannot comprehend mortal concerns. This distance makes them alien, even when they

reach out lovingly. The divide makes us Other - them to us and us to them.

The True Fae simply lack Empathy. They cannot relate to other beings in the same way that others

take for granted, they are individuals at their core and simply cannot see anything beyond that. Even

their servants, allies, enemies, lovers, children etc. are simply parts of "their" story. Being able to see

beyond yourself and empathize with others is what gives birth to the Charlatans and Dreamers.

However, they cannot be classified as "Evil." In fact, while some may appear as good or evil, but such

labels are an imperfect fit at best for beings that are so Other in origin. They are simply to alien and

other to be defined as truly good or evil. However, some are more "benevolent" then others. Such

Gentry are often fair to behold, speak in melodious voice and take no servants who do not come of

their own free will. This is not to say that those they take know what they are getting into. Nor that

their time in Faerie is any less mind-shattering or mystically life altering. However, those taken by

the such Faeries have a Durance that is less slavery and more glorious. They can be squires or

damsels, march in foreign wars or serve as castle pig-herd, experience trials and tribulations, and

may face incredible darkness, but their Masters are not monstrous torturers. Those who serve them

may elect to leave service, or are released after an agreed upon period of time. Less frequently, they

flee before their contract is up or are hunted out of Faerie because they betrayed the trust of their

Master or Mistress.

However, like all Gentry, the way they act is completely up to the whims of the Gentry. One who is

kind and nurturing to one Changeling may be a harsh and cold mistress to another. To this

Changeling, the True Fae are monstrous tormentors who trick, steal or beguile mortals into serving

them. These are the Keepers, monsters of Legend. Theirs is the story of darkness and they eagerly

play the villains.

Page 2: Changeling the Lost - House Rules

ChangelingsChangelingsChangelingsChangelings

Beneath the True Fae are the Changelings, the so-called Princes and Princesses to the Wyrd's

Promises and Curses. They are in many ways a mix of mortal and immortal as although they are flesh

and blood, they're magical as well. Bound by time and physics, such entities chafe against those

chains. These "lesser faeries," occupy the border between the worlds in many ways and therefore

are by far the most commonly encountered Fae in the mortal world. All told, these entities are the

true twilight people. They exist between Mortal and Faerie. Rich shadows are their homes.

Beyond power, the greatest difference is that they are mortal, they are born, they age and they die.

This of course is both their greatest weakness and in some ways their strength. Because she is

mortal, she understands emotions like fear and lust and empathise with others in a way that no True

Fae could never mimic. Along with Changelings there are others, Halflings who are born with a shard

of faerie magic inside them and Dreamers who were once True Fae but have developed a connection

to the mortal world that has changed them deeply and made them more human. Below are the new

rules for these new character types.

The Lost: The Arcadian Born Changelings Changelings are the Lost, mortals who were taken to Arcadia and overtime warped by the Wyrd

itself into something both Fae and Human. These Changelings can end up in Arcadia for various

reasons, some were stolen or tricked into the service of one of the True Fae, others made a pact or

deal with the True Fae (gain something they want but serve in the Fae for a time) while some few

ended up in Arcadia by accident. Either way, their time in Arcadia is known as their Durance.

Durance varies amongst Changelings, some had an almost pleasurable experience while others

suffered untold horrors. Whatever the case, the Changelings in the mortal world are those who

escaped, ran away, were released form service or banished back to the mortal world.

Changelings are identical to those as presented in Changeling the Lost.

Please note that while Changelings is a catch-all term for all three different types, it is also the term

commonly applied to the Lost in particular. Halflings and Dreamers are Changelings but they are

often dubbed as their individual type.

See Changeling The Lost Core Rulebook for more information on The Lost.

Halflings: The Hedge Born Changelings "You have had these dreams all your life, odd terrifying dreams that don't make sense where strange

beings, twisted men and woman that are both incredibly beautiful and completely alien to anyone

you have seen before, they watch you in your dreams, smiling at you, whispering amongst

themselves. Even when awake, you could almost hear their whispers always to quite to fully

understand. Than other things began to happen, you walk down a street and see a man crossing the

road, only for a second you see a made with antlers and hooves instead of feet etc.

These incidents got worse and worse as you got older, but it was not the worst of it. Sometimes when

looking in the mirror, or through an open door or even under bridges, you saw a strange horrifying

place, a dark maze filled with twisted thorns, and even worse they seemed to call to you, the

whispers that you hear in your dreams beseeching you to come in and be welcome.

You couldn't take it, you began to take drugs, hurt yourself anything to try and block out these crazy

hallucinations, for that has to be what they are. Your parents look at you strangely but they have

always looked at you strange, sometimes you even think they wish they had never had you, had a

normal child instead. Your few friends who used to put up with your odd quirks, you start lashing out

at driving them away. But they don't understand, no one does, not even you."

Page 3: Changeling the Lost - House Rules

That's what life is like for Halflings before they are "Hedge-Born". While most Changelings are

created when a mortal is kidnapped to Arcadia and slowly changed over time due to the magic and

power that dwells in this realm. Most but not all. Some rare few are born with a spark of the Wyrd, a

hidden potential that lies dormant in their blood. These rare few individuals carry the seeds of a

Changeling within them and under certain circumstances such seeds can burst to life, changing the

individual into a Changeling without ever having to go through a Durance.

These rare few are known as Halflings, as they are born part fae and part mortal from the same Fae

Dynasties that produce Fae Bloods and Fae-Touched. In fact they appear to be a normal Fae-

Touched at first, possessing the Fae-Touched Template which functions exactly the same for them.

However, this is only their "larval" state if you will, their true self remains dormant.

Before the Change

Halflings growing up appear to be normal Fae-Touched, or as normal as a Fae-Touched can be. If

they are lucky to be born in a family who knows about faeries such as the Fae Dynasties, then life is

no more different for them than any other Fae-Touched in the family. For those born without such

support, life can be horrifying as they are generally Ensorcelled from birth or even worse possess a

flawed version where they see only brief glimpses of the hidden world. Many end up being

diagnosed with some mental disorder, being institutionalised, committing suicide or going genuinely

insane.

However, no matter if they are raised with or without a support network, they are all plagued by

their dreams. All Halflings dream of Arcadia and the Hedge, it calls to them in their dreams. Unlike

the dreams that Changelings possess of their Durances, these are not memories. Rather it is as if the

Wyrd itself is twisting their dreams to draw them to this world. Arcadia often appears as an idealistic

paradise while the Hedge often appears as a dark, primeval place that yet seems familiar, however

no matter what form they take, these dreams always have a sense of "home ". Even at its

nightmarish worst, Arcadia seems to reach out to Halflings and most find it difficult to resist.

This condition is known as the Longing.

Triggering the Change

Certain conditions can trigger a Halfling to fulfil their potential, by being touched by the power of the

Wyrd and Faerie in a profound way. Simply touching a Changeling or entering the Hedge is not

powerful enough a connection to trigger the spark within them. Rather there one sure fire instance

that will trigger it, a prolonged period of time within the Hedge or being touched by one of the True

Fae while in the Hedge. Some Fae Dynasties make pacts with certain "benevolent" True Fae for to

create such an instance.

Rumours pertain that their other ways, such as a powerful act of Talecrafting, eating certain rare

Goblin Fruit that grow only in Arcadia, eating the heart of a Fetch, the touch of a Legendary Token

crafted in the heart of Faerie etc. Whether any of these methods work is up to the Story-teller, but

being within the Hedge for a long period of time or being touched by one of the True Fae while

within the Hedge are the only absolutes.

Once triggered, their body begins to change, like a butterfly developing in a cocoon. This is an

incredibly painful process as their body twists and reshapes itself. Bones break, skin stretches and

muscles tear as their body starts to morph into their "true" self. This incapacities the Character for a

scene, many losing consciousness. This of course is incredibly dangerous, especially if their change

was triggered by a malicious True Fae who finds the situation very interesting.

This process is known as being "Hedge-Born" for obvious reasons.

Page 4: Changeling the Lost - House Rules

After the Change

Halflings whose change has been triggered function almost identically the same as traditional

Changelings with the following differences:

● Halflings rarely possess a Seeming. They may purchase the Seeming Merit at Char-Gen or anytime

their Wyrd evolves and gain all the benefits and drawbacks of possessing a Seeming. The Seeming

the develop must reflect the Character's personality, making their appearance reflect what they are

truly like inside, such as one filled with anger and rage becoming a Ogre, one who feels disconnected

from humanity becoming an Elemental, one who desperately seeks love and adoration becomes a

Fairest etc.

● Halflings always lack a Kith, as a Kith is generally only developed by one who has gone through a

Durance. They do however possess a Blessing, that can be selected from any Kith no matter what

Seeming (even if they possess a Seeming). However, they remain Kithless for the purposes of their

Mien and Wyrd Evolution. They may earn a true Kith, and therefore gain a second Blessing, through

the methods outlined in Winter Masques.

● Halflings seem to be protected by the Wyrd to an extent, as if it is trying to keep them alive for

some unknown reason. They gain the Charmed Life Merit found on page 88 of Rites of Spring for

free.

● Halflings possess both a Mien and Mask like any other Changeling. However due to their lack of

Seeming or Kith, their Mien often resembles their Mask a great deal, thought possessing a certain

fae-like, ethereal quality. Developing a Seeming or Kith slowly causes their Mien to change to look

like a traditional Changeling.

However, their Mask is flawed to an extent as some of their true nature cannot be hidden. Such

flaws are broad-ranging: one eye larger than the other or are wildly different colours, a slightly

forked tongue, lips that appear painted on, oddly long and spidery fingers, too-pale skin that shows a

labyrinth of veins beneath, a strange configuration of moles and warts. This functions the same as

the Imperfect Mask detailed on page 71 of Autumn Nightmares.

● All Halflings suffer from the Longing, a deep seated inner desire to enter the Hedge and find one's

way to Arcadia and is in essence the same as the Hedge-Calling Derangement presented on page 215

of the Changeling the Lost Core Rulebook. Many Halflings develop a Hollow quite quickly because of

this, but of course in many ways, this can result in Hedge-Born staying in the Hedge long term so

that they can cope better with the Longing and the sense of not belonging in the outside world, but

as their Clarity drops, the longing grows stronger and Arcadia calls to them more and more and

becomes harder to resist this call.

Halflings in Changeling Society

Halflings are rare. About 1 in 20 Changelings are actually Halflings who have been "Hedge-Born"

rather than having gone through a Durance. Most Halflings are born to the Fae Dynasties or to a

Changeling parent, however occasionally Fae Blood will show up in an unknown and ignorant

bloodline due to some ancestors dalliance with something Fae.

Page 5: Changeling the Lost - House Rules

Whatever the case, Halflings before the change are treated the same as any other Fae-Touched

would be. But once they have been "Hedge-Born" they are treated quite differently. Generally they

are treated the same by their new-found brothers and sisters, though those who suffered terrible

Durances often look on them bitterly. However, they are looked upon with a certain level of distrust,

even by those who possessed more "pleasant" Durances. Halflings never experience any kind of

Durance and have had very little interaction with the True Fae, so they are often seen as naive and

foolish when it comes to such matters. The Longing of course solidifies this into a certain level of

distrust, after all Halflings still have those dreams and still hear the whispers every now and then.

And in the Hedge its worse, as many feel more at home there, and even report sensing something

calling them in there, the only place some Halflings believe they can truly belong. Halflings live in

fear of ever giving into this urge, for deep down they know that this calling comes from Arcadia.

Over time however, much of this distrust can be overcome and Halflings can become an integral part

of Changeling Society, even rising to become King or Queen of a Court. However, just as Changelings

fight not to be taken back to Arcadia, Halflings must fight the urge to seek it out.

Dreamers: The Exiled "I was once something more, one of the fabled Gentry, the lords and ladies of Faerie. But more than

that, I was a story, a story bound to the Wyrd in a never ending state of chaos. But then I saw her,

that beautiful girl. I watched her skate and admired her grace, and I wanted her even without

knowing her name (or to be honest I didn't even realize or care that people have names, for that

matter). All I knows was, That pretty creature over there moves well. I would like to be able to watch

her all the time. I could have swooped in like a great raptor across the ice, smashed through into the

frigid water and gone back in Arcadia with my new prize before the sunset.

But I watched the skater on the ice for a little longer, admiring her beauty but more then that I saw

her teaching a group of human children how to skate. I saw her watching her students carefully,

making sure that none of them get too close to the thin section of ice, and realize that she cared for

them in a way that he cannot fathom. I wanted to try to understand that compassion, I obsessed

with mimicking it perfectly and gradually I had convinced myself to such a level that I changed and

became less then what I was. No more the story, but now someone who exists as part of it.

Do I regret what I have become? No, for now I see what I lacked, what all my former kind lacks, the

ability to leave the story behind."

Charlatans, the once True-Fae, are not unheard of. Some were banished to the mortal realm while

others died and were reborn in a lesser form. Such Exiled Fae are incredibly weakened, often being

no more powerful than powerful Changelings and their memories become distorted, shattered

reflections of a life and mind they can no longer fully comprehend. Such Fae may yearn to return to

Arcadia while others try and find a place in the mortal world. Their relations to Changelings and their

Courts varies greatly and depends largely on both the Charlatan and the Changeling. Some

Charlatans allies of Changelings, curious and open about their world while others are cruel, uncaring

monsters who hunt down Changelings as lesser beings. However, Charlatans are still True Fae at

heart and therefore alien to humanity. They still lack the ability to empathise with others and

therefore they only act in their own interests.

Becoming Exiled

However, it happens, sometimes, that a Charlatan or even one of the Gentry makes a particularly

close connection with a human being. The nature of the connection isn’t as important as its strength.

That is, one of the Fae might come to love a human being, and this connection would be just as

binding as if the Fae learn to hate the same person. The catch is, though, that while Fae sometimes

Page 6: Changeling the Lost - House Rules

become enamoured of details about individual humans, or loathe them because they become

nuisances, that’s not the same thing as loving or hating the person herself

The moment in which the Fae forges the connection is not a bolt from above. It is a gradual

awakening, as the Fae comes to feel that this strange new world is the world that has always existed.

The Fae gains the ability to dream and even to create art, but in the process loses most of his

memories of Arcadia. He develops Clarity like normal Changelings. He has become a Dreamer and

has Exiled himself from Arcadia on a deeper level than any Charlatan.

Being Exiled

Charlatans are treated the same as presented in Autumn Masques. Dreamers on the other hand are

much closer to normal Changelings then even Charlatans. Dreamers are built with the standard

Changeling Template with the following changes:

● Dreamers begin play at Wyrd 3 and get 12 points to spread amongst their contracts, 4 of which

must be placed in Affinity Contracts.

Note: Due to this, Dreamers should not be played with inexperienced Changelings or Halflings.

Rather other players should be given 50 additional exp points if they are playing Changelings or

Halflings.

● Dreamers may use Glamour in unique ways beyond that of standard Changelings. They may spend

one dot of Glamour to heal one dot of Bashing damage or two points of Glamour to heal two dots of

Lethal Damage. They cannot however heal damage from Iron by this method.

● Dreamers all possess the Gentrified Bearing Merit (Rites of Spring pg.92). Dreamers may no longer

be "True" True Fae but they are still marked by what they once were.

● Due to their former nature, Dreamers find it difficult to resist the pull of the Wyrd and the Story.

This in essence is reflected in them suffering the same effects as a Talecrafter Addict, both the

beneficial bonuses to Talecrafting and Contracts along with the many negative effects. This is

generally permanent, regardless if they actually practice Talecrafting, though rumours persist that a

Dreamer may overcome these flaws be connecting more with the mortal world. excel at

Talecrafting.

However, they do possess the same innate Blessing as the Fatemakers Kith, Turn of the Tale as

outlined in Swords at Dawn pg. 64, for free.

● Unlike Halflings, Dreamers always possess a Seeming. Likewise they can possess mulHple Kith's

and their associated Blessings. All Dreamers begin play with three Kith Blessings from their Seeming

or two Kith Blessings from any Seeming.

● Dreamers due to their deep connection to the Wyrd and Faerie suffer Frailties at an earlier stage

then Lost Changelings. They develop their first Frailties at Wyrd 4 rather than Wyrd 6. They then

follow the same list as Changelings until Wyrd 9 where they develop an additional Major Frailty and

Wyrd 10 where they develop an additional Major Frailty and one Minor Frailty.

● Dreamers are weakened by Iron. It's very presence unnerves them; if a Dreamer finds Iron

touching his body (even through clothes or armour), he suffers a –2 dice penalty to all Resolve or

Page 7: Changeling the Lost - House Rules

Composure rolls. Worse, if a weapon (formal or improvised) crafted of Iron does damage to

Dreamers, all resulting damage is aggravated.

Exiled in Changeling Society

The Exiled Dreamers have become more mortal than any other Charlatan could every hope, or fear,

to be. But the Exiled are not Changelings at the end of the day nor are they True Fae. The Clarity that

they gain to live within the “real world” burdens them horribly and madness and worse dances

around the edges of their new found perceptions. While their former life as a True Fae grants them a

Seeming and a Kith, their lack of a Durance and their lack of ties to the mortal world generally cut

them off entirely from the Changeling Courts.

Instead, the Exiles are often solitary creatures. This combined with their extreme rarity, far rarer

then even Halflings lead to most Freeholds not possessing even a single Dreamer in their area. When

they are present, they generally exist on the fringe, focusing more on the mortal world rather than

that of the Fae. Some Freeholds hunt them out entirely, while others treat them more kindly, though

always with a measure of distrust. While they can, and some do, join the Courts, they rarely become

Kings or Queens as it is too close to what they once were and few Changelings wish to serve even a

former Keeper.

The Autumn Court is the most welcoming to Dreamers, who find them fascinating. The Winter Court

likewise is highly interested in Dreamers and their secrets, though they also sympathise to an extent

with them, as Dreamers often carry a great sense of loss and sorrow with them while the Spring

Court emphasises with their desire to embrace the world around them and their new place in it. The

Summer Court tends to treat them with the most distrust, if not outright hatred though in some rare

cases, a Dreamer who fights against his former kind may find a home amongst them.

Page 8: Changeling the Lost - House Rules

Blood of FaerieBlood of FaerieBlood of FaerieBlood of Faerie Did you know that Snow White had a daughter? That Red Riding Hood had a son? Some few may

recall that Sleeping Beauty once bore twins. Would it surprise you to learn that those bloodlines

persist, even to this day? Because they do.

Changelings have a lower fertility rate than mortals, even sterility in many cases, however even for

infertile couples, children can be had through strange contracts and goblin fruit from Goblin Vendors

and other fae beings, for those Changelings who wish a family all their own. The price is steep,

however. Wyld Faerie magic and madness runs in the veins of children so conceived, and such blood

will tell, down through the generations. It is not unheard of for Hobgoblins to rape, or even seduce

women into nights of carnal passion, sometimes producing a child touched by the Wyrd. Cambions

and other human-dream hybrids pass down faerie magic with the rest of their genes as do

Charlatans and Dreamers. Even the True Fae are rumoured to sire children once in a very great

while.

Fey-Touched Dynasties are mortal families that bear faerie blood, with its mad blessings and curses.

This blood may wax and wane for generations, some inheriting only a touch of the fae or none at all,

while some inherit great power. These families are often carefully guarded and nurtured by

Changelings, for from the loins of these families spring hereditary potential Changelings, known as

Halflings (see above), and a host of mortal servitors and allies which may serve the Changeling

courts.

These families also produce a percentage of permanently ensorcelled mortals, naturally born fae-

touched mortals, gifted dreamers, cambions and other, stranger expressions of faerie blood. Of

course, such blood carries its own curses as well as blessings, a given body part is useless or

unnatural at birth (such as eyes of wood), a weaker grasp of sanity, personality disorders resembling

the curses of Changeling Seemings or the worse of all such blood often attracts the attention of the

True Fae.

Creating a Fae-Blood

Creating a Fae-Blood can be done in one of two ways. They can either be created through the use of

the Fae-Blood merit to represent those with a small touch of Faerie, or the Fae-Touched Lesser

Template to represent a more powerful form of Faerie Blood.

Merits: Fae Blood (●● to ●●●●)

Prerequisite: Character Creation and Mortal Only.

Description: Although it is rare, some people carry a touch of Faerie in their blood. Such blood tends

to thin and weaken with each generation, sometimes fading entirely and other times appearing

generations later. Characters with this merit have a measure of Faerie blood, strong enough for

them to be part of the world of the fae. They may be an ally or a servant of a motley or even a court

of Changelings.

Effects: The two dot version of this merit grants the character a permanent version of

ensorcellment. In addition, they may purchase up to three points in Court Goodwill. The Four dot

version of this merit grants them the Unseen Sense to all things Faerie.

Drawback: The Blood of Faerie is wild and chaotic, many of those who bear it have some mental

derangement or physical flaw due to its strange power to change all those it touches. Furthermore

fae blood tends to attract the attention of the True Fae, and they are often viewed as valuable

prizes.

Page 9: Changeling the Lost - House Rules

FaeFaeFaeFae----Touched TemplateTouched TemplateTouched TemplateTouched Template

Some mortals manage to escape Arcadia before completing the transition to being a Changeling.

Others are born with such a high affinity with the Wyrd through Faerie Blood that they are more

than a Fae-Blood. Even Cambions, the children of Incubi and mortals, are touched by the Wyrd in a

strange yet powerful way. All of these beings are Fae-Touched to some extent.

When creating a Fae-Touched, you follow the standard Character Creation Rules and then add the

Fae-Touched Template. The Fae-Touched Template grants the character the a Wyrd rating of 0,

detailed below.

Features of Wyrd 0

• Wyrd 0 lets you store a single point of Glamour, and spend one Glamour per turn. Can gain

Glamour through eating Goblin Fruits and pledges with Changelings.

• At Wyrd 0, the fae-touched can carry two goblin fruits out of the Hedge. (Mortals without Wyrd

are restricted to one Goblin Fruit.)

• Someone with Wyrd 0 can't engage in pledge-crafting.

• The fae-touched are rarely subject to the Arcadian dreams that changelings experience.

• Wyrd 0 doesn't provide any bonus to supernatural resistance.

• Wyrd 0 adds ten years to one's expected lifespan and provides a +1 Infirmity bonus, just like one

dot of Wyrd.

• People with Wyrd 0 cannot Incite Bedlam.

• People with Wyrd 0 cannot use Contracts.

•Cannot use Wyrd-Binding or Talecrafting.

• Someone with Wyrd 0 can't engage in oneiromancy at all, unless he has Lucid Dreaming (and even

then, only to the extent that Lucid Dreaming allows).

• Someone with Wyrd 0 can't spend Glamour to activate a Token.

• Someone with Wyrd 0 can spend Glamour to open a door into the Hedge.

•Can see through the Mask in the same way as Changelings and are immune to the Quiescence,

Lunacy and the disfigurement-concealing illusion of Prometheans.

•Possess a version of the Unseen Sense Merit tuned specifically to all things Faerie.

Cambions and Wyrd 0

Cambions, the children of Succubi and mortals, are also touched by the Wyrd to an extent but are

not Fae-Touched in the same way. However, they too possess Wyrd 0 which functions identically to

that of the Fae-Touched. In many ways Cambions are a specialised form of the Fae-Touched

Template and for Character Creation purposes they are created the same way with the following

changes:

Unseen Senses: Cambions count as having the Unseen Sense Merit against any active supernatural

power rather than just that of Faerie like other possessors of Wyrd 0, which every cambion

interprets differently; one might develop hazy vision, while another will detect the presence of

supernatural power as a prickling on the back of the neck or hands. This extrasensory perception is

limited to detecting active powers only, not the mere presence of a supernatural being — a vampire

in a bar will not trigger this Unseen Sense, but one using a Discipline will, while a ghost will be

sensed (even if it remains invisible) when it uses Numina.

Dreaming Born: Cambions are all automatically powerful Lucid Dreamers and automatically begin

play with the Lucid Dreaming Merit detailed above. In addition, they may purchase the Rules Lawyer

Merit at 3 Points which functions for the Contract of Dreams and Goblin Contracts up to Three Dots

pertaining to dreams. This version of the Merit allows them to spend Glamour to power the

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Contracts and also add their Manipulation or Presence to any roll in place of a Wyrd rating. They also

gain the side benefit of being able to use Glamour to power Tokens. The Five Dot Version allows

them to purchase such Contracts up to Five Dots.

Not Truly Alive: Whenever a cambion uses her ability to see through the Mask, her Unseen Sense, or

her ability to enter dreams, her body ceases to register as being alive. Although she IS still alive, she

does not have a pulse, does not breathe, will not register on an EEG as having any brain activity and

her pupils will not dilate. The effect lasts until the stimulus on the cambion’s otherworldly senses

ceases or the cambion exits the dreamscape.

Glamour: Due to their connection with Dreams, Cambions may gain Glamour not only from Goblin

Fruits but also from Dreams in the same way as Changelings.

Cambion Merits

Cambions may purchase the following Changeling Merits: Charmed Life, Court Goodwill, Harvest

(Dreaming and Hedge Fruit only), Perfect Stillness, Rigid Mask and Token. They may not purchase

any of the specialised Fae-Touched Merits other than their own version of Rules Lawyer (detailed

above) and Glamour.

Fae-Touched Merits

Fae-Touched may purchase any the following Changeling Merits: Charmed Life, Court Goodwill,

Harvest (Hedge Fruit Only), Hedgebeast Companion, Long of Days and Token, . In addition, Fae-

Touched have access to the specialised merits detailed below which reflect those who are more

"Fae" than others.

Note: These merits may only be purchased by a Fae-Touched can only be purchased or improved

with experience points earned from dealing with Faerie.

Glamour (• to ••••)

Prerequisite: Fae-Touched and Cambions Only

Effects: Each dot of this Merit increases the size of your Glamour pool by one, to a maximum of 5.

Bargainer (•• or ••••)

Prerequisite: Fae-Touched Only.

Effects: You may engage in pledgecrafting, though elements that require an expenditure of Glamour

are off-limits to you. At two dots, you can have one pledge at a time; at four dots, you can maintain

two pledges simultaneously.

Note: Fae-Touched cannot gain Glamour through a pledge.

Rules Lawyer (••• or •••••)

Prerequisite: Fae-Touched and Cambions Only

Effects: You can use Contracts. At three dots, you can only acquire the first two clauses of any given

Contract, and you must activate it using its Catch. At five dots, you can learn three-dot Clauses, and

can spend Glamour to enact your Contracts. As a side benefit, the five-dot version lets you spend

Glamour to activate Tokens.

Note: You may only purchase General Contracts and Goblin Contracts. If you have the Seeming

Merit, you may also purchase their affinity Contracts. Court Contracts cannot be learned by a Fae-

Touched. For use of the Wyrd Rating, they are counted as having Wyrd 1 for all rolls involving

Contracts.

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Lucid Dreaming (•••••)

Prerequisite: Fae-Touched Only

Effects: This upgraded version of the Lucid Dreaming Merit grants full access to oneiromancy,

including the ability to spend a point of Glamour to enter someone's dreams.

Seeming (•••)

Prerequisite: Fae-Touched Only

Effects: Your character has a changeling seeming, and possesses the associated blessing and curse.

Only fae-touched mortals can purchase this Merit.

Drawback: Having been touched more deeply by the mad nature of Faerie, through experience or

blood, the character suffers a –1 penalty to all rolls to avoid gaining a derangement.

Note: For the Elemental Seeming, the character spends a point of Glamour to add one point of

Health for a number of turns equal to Stamina + Resolve.

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FetchesFetchesFetchesFetches

After kidnapping a victim, sometimes the True Fae will attempt to ensure that no one goes looking

for their servant, or that the changeling, if they should escape, have nothing to run back to.

Made out of whatever the Keeper has on hand, with a piece of the changeling's shadow, a Fetch is a

duplicate of said-changeling prior to their time in Arcadia. Sometimes these doppelgangers are

absolutely perfect, down to the exact brain chemistry. Other times, they are twisted reflections of

the person, mentally unstable, or devoid of any emotional personality.

However, the Goblin Chronicles expands on Fetches, changing some of the rules to match the

Chronicle and grant them more power and freedom. Below is the new information and house rules

regarding Fetches.

• Fetches still exist in this Setting but they are rarer as not all Changelings have a Fetch. Those who

swear themselves into Service or wandered into Faerie by accident rarely if ever have a Fetch in the

mortal world, while those who were stolen or tricked into service almost always possess a Fetch.

Likewise Halflings and Dreamers do not possess Fetches.

• They generally function the same in this Setting, however, many Fetches are viewed more with

pity then as actual enemies. Some few even find a place in the Changeling society, working as a

servant or ally of the Freehold. However, many Changelings still treat them as less them humans and

never as equals, and killing one's Fetch is considered a private affair and as long as they have no ties

to the Freehold, it is generally a sanctioned practice. Killing a Fetch that is not your own who does

and who does not present a treat, is forbidden by most Freeholds and Courts. A Fetch does not

choose its existence, and it is not up to a Changeling to judge another's Fetch.

• Fetches can be crafted from various substances, from bits of bone and leaves to crafted from flesh

and portions of the Hedge. Likewise, Fetches range in both power and knowledge of the

Supernatural. While some Fetches are ignorant of what they are, many Fetches learn what they are

over time, much to their shock. Such Fetches could be an ally and active member of a freehold, or a

dark nemesis who hunts Changelings mercilessly.

• While most Fetches are similar to Autumn Nightmares, some few are more powerful, able to

access Faerie Magic on a wider scale. These Fetches are more similar in essence to Fae-Touched,

possessing similar powers. Generally speaking, such Fetches are made primarily from Fae-Stuff

Fetches opposed to other materials, however sometimes a Flesh Created Fetches, though some

crafted from the flesh of Hobgoblins may also function as they kind of Fetches.

• The Alternative rules has presented in Autumn Nightmares for Children of Fetches are now Canon.

A child of a Fetch can be either Fetch-Children or Fetch-Spawn.

Fetch-Children function the same as Fae-Touched, with the addition that their blood has a Toxicity

Rating of 2 for True Fae.

Fetch-Spawn are the same as presented in Autumn Nightmares.

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Fetch Fetch Fetch Fetch Template UpdatedTemplate UpdatedTemplate UpdatedTemplate Updated

Below are the updated rules for Fetches:

Features of the Fetch

• Fetches begin with one dot of Wyrd just as changelings do. The Wyrd rating of a fetch generally

matches the Wyrd rating of the changeling the fetch impersonates, however some Fetches may

develop their own independent Wyrd Rating through effort. A new dot in Wyrd is more expensive

for a Fetch, to purchase a Dot that goes beyond that of their Changeling costs 10 exp points.

• Fetches do not have Seemings (and thus kiths).

• Fetches can't engage in pledge-crafting.

• Fetches possess Echoes. Fetches may use any Echo that designates their own Changeling i.e. Mimic

Contract, Cracks in the Mirror, False Seeming, Secondhand Blessing, Strengthen Mask etc. , can use

the Echo to target any Changeling that they can touch. For the Changeling they were made to mimic,

they only have to lay eyes upon them.

• Fetches cannot Incite Bedlam.

• Fetches cannot use Contracts.

•Fetches cannot use Wyrd-Binding or Talecrafting.

• Fetches can't engage in oneiromancy at all, unless he has Lucid Dreaming (and even then, only to

the extent that Lucid Dreaming allows).

• Fetches can spend Glamour to activate a Token.

• Fetches cannot spend Glamour to open a door into the Hedge, unless the possess the Enter the

Hedge Echo.

•Can see through the Mask in the same way as Changelings and are immune to the Quiescence,

Lunacy and the disfigurement-concealing illusion of Prometheans.

•Do not possess Kenning but do possess a version of the Unseen Sense Merit tuned specifically to all

things Faerie.

• Fetches have Morality, similar to mortals, rather than Clarity. Fetches therefore derive none of the

benefits that changelings do from having a high Clarity rating, but fetches also do not risk Morality

for the same kinds of acts (see p. 91 of the World of Darkness Rulebook). A fetch’s Morality has no

real connection to its model, and may be high or low, with associated derangements or without;

some fetches effectively have a Morality of 1 or 2 from the moment of their creation.

• Fetches automatically gain the Attuned to the Wyrd Echo. The player (or Storyteller) selects one

additional Echo per dot of Wyrd that the fetch possesses. During play, if the changeling’s Wyrd rating

increases, the fetch gains an additional Echo as well as a dot of Wyrd for free. If a Fetch purchases a

dot of Wyrd, they do not gain an Echo for free, but may purchase one as a merit, with the Merit Dots

equating the Wyrd Rating of the Echo.

• The Optional Rules presented in Autumn Nightmares for Ingredients is now Canon.

Fetches and Merits

Fetches may purchase any the following Changeling Merits: Charmed Life, Court Goodwill, Harvest

(Hedge Fruit Only), Hedgebeast Companion, Long of Days and Token. In addition, Fetches have

access to some of the specialised merits available to Fae-Touched, all but Glamour, which reflect

those who are more "Fae" than others.

Note: These merits may only be purchased by a Fetches can only be purchased or improved with

experience points earned from dealing with Faerie.

Below are some new alternative concepts for Fetches.

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One fetch belongs to a changeling who was taken young, and who lived in Arcadia for a long, long

time. So long that the fetch has been playing the human longer than the changeling has been human.

It is really fair to call the fetch the impostor, when it was the fetch who shaped the entirety of its

adult life?

One fetch gets married and lives the perfect, idyllic, suburban life, the kind that has the changeling

spitting with envy over what could have been his. Only the fetch is living an empty life with a wife he

doesn't love - changeling happens to be gay, which might give a clue to why - and when the

changeling comes for him, the fetch doesn't even fight. He's just happy to have an explanation for

why he felt so hollow and fake.

One fetch is the near perfect copy of the changeling, but like so many others, just missing one thing.

What is the fetch missing? The changeling's ruthlessness. The fetch is a better person than the

changeling, but she's the fake one, so she just has to die. In fact, the fetch's own "friends" have

decided she has to be mercy killed, because what could be worse than living as an unwanted,

soulless thing? But no one asked the fetch what she wanted - and the changeling won't believe that

the fetch is willing to give up her current life and leave the changeling alone. So the fetch has to die,

because no one would side with a doll over a real person.

One fetch meets with her changeling double, but remains ignorant of the truth. The changeling paid

a heavy price to the Autumn King, and they poisoned the fetch - not harmfully, but the fetch can no

longer sense changelings, and that includes her own. The changeling dotes on her like a twin sister,

and the ignorant fetch believes the changeling's lies.

One fetch, a very old and powerful fetch, doesn't hunt changelings - he hunts the Gentry. He was

meant to be a True Fae's servitor, and he was for a while, but he hated them all for making him, and

he hated them for making him aware of what he was. His changeling double was a murderous

sociopath - yet the fetch is the one convinced he has no soul. But the fetch has adopted a small child,

and seems to love it genuinely. The fake man has more real passion than the real one.

One Fetch grows more powerful, gaining a Seeming and access to various Contracts. Mistaken for a

Changeling, he is now part of the Freehold and through a False Mantle granted to him for a Goblin

Merchant, he has risen to the status of Autumn King. He has led is people with Wisdom for years, but

how would the react if they found out he was actually a Fetch?

Page 15: Changeling the Lost - House Rules

Setting Changes Below are additional changes to the Setting as originally presented in Changeling: The Lost.

● Not all Gentry are malevolent, sociopathic, or monomanically focussed on making one's Durance

utter hell. All Gentry are individuals, and, being the creation of human sentiment, not entirely selfish

or alien. Some may be more benevolent or malevolent then others, but every True Fae is different

and unique. But no matter what they are or how they act, they are mythic - they obey the logic of

the faerie tale and of the saga, not of our world's cause and effect.

It should be noted however that their seems to be far more malevolent and cruel Keepers than kind

ones. Many believe this is because it is more enjoyable for the True Fae to play as Villains then

Heroes.

● While some Gentry are more benevolent or not acHvely malevolent, they are sHll generally feared

and distrusted by Changelings. For while a True Fae may be kind one day, they could change on a

whim and become monstrous. Therefore lasting relationships with any True Fae is not only frowned

upon, but outright forbidden in many Freeholds. However, parley with the Gentry exists on a wider

scale then normally presented in the original setting. Deals and Pacts between certain True Fae and

Freeholds do exist, however they nearly always boil down to, don't interfere with us and we won't

interfere with you. Anything beyond that can generally only be accomplished by a member of the

Legacy of Black Apples Lords Of Summer -- Page 142.

● Not every Changeling suffered a terrible abusive Durance. Some Changelings possessed a more

"pleasant" Durance with a less malevolent Keeper. However, the changes wrought upon their minds

and bodies by the very magic of Arcadia can never truly be described as a "pleasant" experience

rather it is often a horrific experience to see your body changing into something non-human.

Furthermore, no matter how "pleasant" or "pleasurable" one's time in Arcadia may be, many

Changelings feel the call of the mortal world, their old life and more importantly, the freedom that

they once possessed. For in Arcadia, no one, not even the True Fae, are truly free. Rather everyone is

subject to the laws of the Wyrd and the plot of the story.

● In addiHon, many Changelings ended up in Arcadia for different reasons. Some were stolen but

others ended up there due to a deal, were tricked there or simply wandered into the Hedge and

found their way to Arcadia. Likewise, not every Changeling escaped, some were kicked out due to

their Keeper growing bored with them or banishing them due to some slight while others were

allowed to live of their own free will.

● Due to the varied Durances and origins of Changelings, it is consider impolite in Changeling Society

to ask about someone's Durance. In fact, it is a measure of trust and honour if a Changeling chooses

to divulge what their Durance was like to someone.

● Loyalists and Privateers work differently in this altered seSng. Due to the wider variety in True

Fae and Durances, not every Changeling who had a positive relationship with their Keeper, or even

retains one, is a classified as a Loyalist. Rather a Loyalist is now used for any Changeling who still

serves their Keeper in the mortal world or a Changeling who wishes to return to Arcadia. This of

course does not necessarily make them enemies, rather they are treated with distrust by all and

many Freeholds refuse them entry.

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Privateers however are those Loyalists who serve the Slaver-Traders and Kidnappers amongst the

Gentry. They kidnap mortals and sell or trade them to the Gentry for a variety of reasons. There is no

grey morality with the Privateers and they are universally despised by Changelings.

● Likewise Bridge Burners exist in a Grey area. They are anti-fae in a profound way and fight against

every part of Faeries encroachment on the mortal world. To a Bridge Burner, all True Fae are

monsters and even if they do no kidnap mortals and all their Changelings in their service are there of

their own free will, a Bridge Burner would still them as monstrous. After all Arcadia tears away who

you were once were and changes you, how can anyone who brings or keeps you there, even under

your own "misguided" free will, be anything but a monster.

● The Courts are only slightly changed in this Setting.

The Spring court and Autumn Court's purpose tends to remain the same and they tend to be made

up of Changelings who had less outright horrifying Durances, though like always there are

exceptions. The Autumn Court is also the Court who is most well known for dealing with the True

Fae, though even when dealing with one who is seemingly utterly benevolent in nature, they still do

so with utmost caution and distrust.

The Summer Court now serves to protect the world from True Fae who kidnap or trick mortals into

Arcadia, privateers, dangerous Hedge Creatures and other dangers that face both Changelings and

mortals. While some Summer Courtiers acknowledge that all True Fae are not Monstrous, Abusive

Kidnappers, they remain the Court that distrusts the True Fae the most. Dreamers are very rare

amongst the Summer Court.

The Winter Court is largely the same though their focus on secrecy and mystery as a means to

understand the world on a deeper level so that they can gain an upper-hand. While the Autumn

Court seeks out knowledge so that they possess a greater understanding of their Fae nature and

magics, the Winter Court does so, so that they can gain power.

Regarding Halflings and Dreamers, they can potentially be found in any Court. Dreamers however

tend to gravitate to the Autumn or Winter Courts or remain Courtless while Halflings tend to

gravitate to Spring or Summer. However, like always, there are exceptions.

● The Hedge and Hobgoblins are a larger focus of Changeling Society in this Setting and alliances

between various Hobgoblins and Hedge Creatures are common place amongst Changeling Society.

Nearly every Freehold has a handful of said alliances with local denizens of the Hedge and some

Hobgoblins may even "join" a court as a servant/ally. However, it should be noted that most, but not

all, Hobgoblins generally act as "contractors" and might accept some kind of deal that goes "you

work for the Freehold, we give you glamour/other nice things.

● The Purviews that Changelings make Contracts and Goblin Pledges with play a slightly larger roll.

Changelings may perceive and even attempt to "converse" to a limited extent with the Purview.

However, most simply express emotion or images to the Changeling rather than any actual words.

Purviews are manifestations of the Wyrd, part of the world's story (unlike spirits who are reflections

of the world) and therefore not truly conscious beings so they do not possess stats nor can they give

any actual useful information beyond cryptic images and feelings connected with their particular

area of influence and therefore generally cannot give game play advantages or info, they are purely

for to enhance the story. While they are often present in the real world to an extent, they are most

"alive" in dreams, and many Changelings seek out such Purviews in their dreams.

Changelings learn Contracts by connecting with and trying to commune with these Purviews, to

learn of their hidden pacts. To do so, they need to find some way of connecting to the Purview in

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question and therefore be near something that represents the purview in a profound way before

they can attempt to commune with it. They may see how the flames flickers and dances and ask it to

whisper it's secrets, or in a meadow on a bright spring day, the breeze fills them with a sense of

desire and they begin to see the pact within it. This kind of connection takes time before the Purview

will listen to the Changeling, hence the expenditure of experience points. Likewise learning a new

Clause involves connecting with the Purview again, which is much easier now since the Character has

gained its favour at least once.

Similarly, Wyrd-Binding is a heavily reliant on this. The Changeling seeks out the Purview in question,

always a minor aspect of a Greater Purview, makes a pledge with it and may make further pledges

with it. Wyrd-Binding is all give and take. Contracts have already been signed, and the Changeling

need only spend time speaking with the Purview and gaining a deeper understanding of to learn the

Contract while Wyrd-Binding is faster in ways but much more limited as there is always a cost.

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New Contracts

Below are a list of new Contracts. A new affinity Contract for Ogres, a new affinity Contract for

Darklings and a modified version of the Contract of Darkness. This means that every Seeming now

has three affinity Contracts and there are nine universal contracts.

Note: The Contract of Smoke is no longer considered Canon as its powers have been folded into the

Contract of Shadow, the Contract of Darkness and the Goblin Contract: The Wrong Foot.

Contracts of Blood

Blood is a potent element of many stories, and those blessings it bestows on changelings are not to

be taken lightly, even if they cost more than a typical contract.

Rumour says that Blood got better terms than most other Contracts, because every time a

changeling calls upon this Contract, she suffers immediate and unavoidable injuries that cause her

blood to flow for a moment. Mechanically, every level of the Contracts of Blood causes the

changeling activating it a single level of lethal damage that cannot be prevented in any way, unless

she scores an exceptional success.

Contracts of Blood are affinity for Ogres.

Excite the Marrow (●)

By sacrificing a little blood, the changeling toughens his bones and his body to withstand damage yet

to come.

Cost: 1 Glamour + 1 Lethal wound

Dice Pool: Stamina + Wyrd

Action: Instant

Catch: The changeling is already suffering wound penalties.

Roll Results

Dramatic Failure: The changeling loses one health level for the remainder of the scene.

Failure: The changeling gains no health levels but still suffers one lethal wound.

Success: The changeling adds his Wyrd to his health levels for the remainder of the scene. Any

wound penalties he currently suffers from are reduced or removed by the change in health. At the

end of the scene, the character immediately drops back to his normal health, and may fall

unconscious, start to die or fall over dead as appropriate to the amount of damage he has taken.

Exceptional Success: The changeling immediately heals the point of lethal damage dealt by

activating this clause.

Suggested Modifiers

Modifier Situation

-1 The changeling is unharmed

+1 for each point of wound penalty the changeling suffers from

Stir the Blood (●●)

With this contract, the Lost can pay some of their blood to grant anyone a surge of regenerative

power, with their blood rapidly congealing, forming scar tissue, and scabbing off.

Unlike other healing contracts, this power leaves predominantly obvious scarring and tends to be

preferred by changelings who have a sense of the macabre. The wounds suffered by the changeling

in activating this contract may superficially resemble those being healed on the target.

Cost: 2 Glamour + 1 Lethal wound

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Dice Pool: Medicine + Wyrd

Action: Instant

Catch: The changeling has consumed the target's blood at least 24 hours prior to activating this

contract.

Roll Results

Dramatic Failure: The changeling and the target both suffer 1 additional lethal wound.

Failure: The changeling is unable to provoke a regenerative reaction but still suffers one lethal

wound.

Success: The changeling sacrifices some vitality to entice a regenerative effect in the target. The

target regenerates a bashing wound or converts a lethal wound to bashing once per turn on her

initiative. This effect lasts for one turn per success. Aggravated damage is too debilitating to be

affected by this clause.

Although this clause is primarily intended for use on another, nothing stops a changeling from using

it on herself. However, she has just dealt herself a lethal wound simply to activate it, reducing the

usefulness of this clause in self-healing.

Exceptional Success: The changeling immediately heals the point of lethal damage dealt by

activating this clause.

Suggested Modifiers

Modifier Situation

-2 The target is anything other than a changeling or a natural creature

+1 The changeling has a medicine specialty in the species of the target or the

type of wounds suffered.

Feign Death (•••)

Using this clause, a changeling can convince anyone examining him that he is a corpse, either long

dead or freshly killed. The particular appearance his body displays is based largely on the nature of

his seeming and kith, and is not under his direct control.

Darklings and Ogres tend to appear as rotting or mummified corpses when using this contract, while

fairest and beasts tend to appear as freshly dead, often without apparent injuries. Elementals and

Wizened are far more variable and have very individualized appearances.

Players should work with the Storyteller to determine how the character appears when using this

Contract upon purchasing it.

Cost: 1 Glamour + 1 Lethal wound

Dice Pool: Stamina + Wyrd

Action: Instant

Catch: The changeling is in a graveyard or other area pervaded by death or decay.

Roll Results

Dramatic Failure: The changeling has an actual brush with death and suffers -1 dice on all pools for

the rest of the scene due to enervation.

Failure: The changeling is unable to feign death but still suffers one lethal wound.

Success: The changeling assumes the appearance and manner of death. He lies limp, with his eyes

glazed, and will appear to all medical examination to be dead. While under this guise of death, the

changeling can take no actions and has no Defence.

In this state, the changeling barely breathes, his blood slows almost to a stop, and all other functions

are suspended. Despite this, the changeling remains semi-conscious, and is aware of those

surroundings he can perceive, hearing nearby conversations and seeing if his eyes are open.

This effect lasts until the end of the scene unless the changeling chooses to end it early. If he does

so, the clause must be re-activated normally to assume a deathly façade again.

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By consuming a promise leaf while activating this clause, a changeling can enter a protracted state of

deathly pallor, which lasts a number of days equal to the successes rolled. As with a normal success,

the changeling can end this state prematurely at will.

Supernatural attempts to discern life suffer a penalty equal to the changeling’s Wyrd.

Exceptional Success: The changeling immediately heals the point of lethal damage dealt by

activating this clause.

Suggested Modifiers:

-2 The target is anything other than a changeling or a human

+1 The changeling has a medicine specialty in the species of the target or the

type of wounds suffered.

Raging Rain of Bloody Blows (●●●●)

The changeling’s blood boils in her veins, fuelling a frenzied series of blows that land in quick

succession. Lost using this clause have been known to leak blood from their fists, eyes and mouths.

Cost: 2 Glamour + 1 Lethal wound

Dice Pool: Brawl + Wyrd

Action: Reflexive

Catch: The target is already suffering wound penalties.

Roll Results

Dramatic Failure: The unarmed attack roll becomes a chance die.

Failure: The unarmed attack gains no bonus dice, but the changeling still suffers one lethal wound.

Success: The changeling adds her Wyrd to an unarmed attack dice pool made in the same round.

Exceptional Success: The changeling immediately heals the point of lethal damage dealt by

activating this clause.

Suggested Modifiers

Modifier Situation

-5 The changeling attempts to invoke any other contract in the same round

+2 If activated in the first round of combat

Bloodwyrd (●●●●●)

Using this contract, a changeling can vomit up or bleed out a homunculus composed of his own

blood, congealed into a semi-fluid amoeba. This being is under the direct control of its creator, but

does not share senses with the changeling.

Cost: 2 Glamour + 1 Lethal wound

Dice Pool: Stamina + Wyrd

Action: Instant

Catch: The changeling has spit, urinated or defecated blood in the last 24 hours.

Roll Results

Dramatic

Failure: The changeling must pass a Stamina roll or immediately suffer 2 aggravated wounds as his

blood attempts to force its way out through skin and orifices.

Failure: The changeling is unable to extrude his blood as a homunculus but still suffers one lethal

wound.

Success: The changeling's blood oozes forth as an animate being under her control for the remainder

of the scene. It is size 1, and shares its health levels with her. Damage dealt to either the

creator or the homunculus is suffered by both.

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The homunculus is semi-fluid in nature, and can maintain a shape, form a puddle, or squeeze though

spaces, as necessary. It deals unarmed attacks with a Strength of 1 but otherwise shares all of the

combat statistics of its creator.

If the homunculus leaves the sight range of the changeling, it will continue to attempt to follow the

last order given to it, but cannot be directly controlled until it returns to sensory range. It is possible

to control a blood homunculus using cameras or other remote viewing techniques. The only

requirement is that the changeling must be able to see or perceive it.

At the end of the scene or when the changeling chooses to end this contract, the homunculus is

either re-absorbed into his body, or mystically dissipates and is returned to his veins. In order to end

this contract prematurely, the changeling must be able to perceive the homunculus as though

controlling it.

Exceptional Success: The changeling immediately heals the point of lethal damage dealt by

activating this clause.

Suggested Modifiers

Modifier Situation

-2 The changeling is in perfect health

+2 The changeling imbibes or injects a blood-thinning agent in the same scene as this clause is

activated.

Contracts of Darkness

The Darklings have pacted with the power of darkness itself to shelter and nurture them. Darkness

Contracts are used to hide the changeling, to induce dread in mortals and to produce effects

associated with darkness, night and the terror of a ghost story come true.

Creeping Dread (●)

This clause causes those affected to become less resistant to fear or intimidation. The target or

targets initially feels a mild shudder of fear and then becomes considerably more susceptible to any

event that could make them afraid or intimidated, including anything that might trigger a Phobia

derangement.

Cost: 1 Glamour or 2 Glamour + 1 Willpower

Dice Pool: Manipulation + Wyrd – Resolve

Action: Instant

Catch: The changeling is using this clause in her own dwelling and is attempting to frighten intruders.

Roll Results

Dramatic Failure: The target or targets gain +1 die to resist fear and are immune to this clause for

the next scene.

Failure: The Contract fails and has no effect on the target or targets.

Success: The target or targets feel mild fear and experience a penalty equal to the changeling’s Wyrd

to all Resolve or Composure rolls to resist fear or intimidation. If the changeling spends one point of

Glamour, this clause affects one target the changeling can see clearly. If the changeling spends two

points of Glamour and one point of Willpower, the clause affects everyone within three yards per

dot of Willpower the changeling possesses. In both cases, this effect lasts for one scene.

Exceptional Success: The penalty to rolls to resist fear

is equal to the changeling’s Wyrd +2.

Suggested Modifiers

Modifier Situation

+1 The surroundings are dark and spooky.

+2 The target or targets are already somewhat afraid.

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–1 The targets are vigilant and expecting trouble.

–1 The surroundings are brightly lit and not conducive to fear.

Commune (●●)

With this clause the changeling gazes into the shadows and they gaze back at her. The creatures that

exist only in shadow communicate in hollow whispers to the changeling that looks upon them,

imparting secrets hidden from mundane view.

Cost: 1 Glamour

Dice Pool: Expression + Wyrd

Action: Instant

Catch: The Secrets involve the Changeling.

Roll Results

Dramatic Failure: The Shades give the Changeling false information.

Failure: The Contract fails and the Shades refuse to answer.

Success: The Changeling can peer into the shadows and spy out the shades that hide there. Shades

form indistinct images and are only partially visible even to the gaze of a Changeling. Staring at one

is like staring through a fogged window. The Changeling may ask the shades three questions about

the secrets kept by someone the Changeling knows the True Name of. Shades quickly become bored

with this kind of mundane trivia, however, and the Changeling may only use this Clause once per

chapter.

Exceptional Success: The Shades are pleased with the Changeling and this Clause may be used again

in the same chapter for a different target.

Suggested Modifiers

Modifier Situation

–1 The Changeling asks about a personal secret of the target.

–3 The Changeling is asking questions of a supernatural target.

+1 The Changeling asks trivial questions that they could discover through mundane means.

Stranger in the Crowd (●●●)

This Clause allows a Changeling to alter the perceptions of their target, limiting their ability to see

clearly and distinguish faces. Naturally this can cause panic and fear in the target, something the

Changeling may take advantage of.

Cost: 1 Glamour

Dice Pool: Manipulation + Wyrd vs. Composure + Wyrd

Action: Instant

Catch: The target has just turned their back (literally or metaphorically) on their friends.

Roll Results

Dramatic Failure: The Changeling stands out in stark quality to their target.

Failure: The Clause fails to work.

Success: The target loses the ability to recognize people, and cannot distinguish who is who.

Successes are subtracted from the target's dice pools to distinguish one person from another. This

lasts for a scene.

Exceptional Success: As with a normal success, only the changeling can terminate the dimmed

perceptions at any point of her choosing before the end of the scene.

Suggested Modifiers

Modifier Situation

–1 The changeling can see her target but not her target’s face.

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+1 The subject wears glasses or contact lenses (or needs to), or otherwise has some mechanical

vision correction or visual impediment.

Murkblur (●●●●)

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

Modifier Situation

–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.

Touch of Paralyzing Shudder (●●●●●)

The character fills the target’s body with involuntary shudders of fear and revulsion that cause her to

move in a slow and clumsy fashion. The target’s muscles respond more slowly and weakly, causing

even the strongest and swiftest opponents difficulty.

Cost: 2 Glamour + 1 Willpower

Dice Pool: Presence + Wyrd vs. Resolve + Wyrd

Action: Reflexive

Catch: The target is both alone and already afraid of the changeling.

Roll Results

Dramatic Failure: The target is immune to this Contract for the rest of the scene.

Failure: The clause has no effect.

Success: The changeling must touch or be touching the target to use this Contract. The target’s

Speed, Defence, Initiative and all of the target’s dice pools involving Strength and Dexterity are

halved (round up).

Exceptional Success: Round down when halving the target’s new Speed, Defence, Initiative, Strength

and Dexterity pools.

Suggested Modifiers

Modifier Situation

+1 The changeling touches the target’s bare skin.

–1 The target is wearing actual armour, and the changeling did not touch his skin.

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Contracts of Shadow

Stealth, invisibility and soundlessness are the purviews of Contracts of Shadow. 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.

This Contract is Affinity for Darklings for their are the masters of Stealth.

Nevertread (●)

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 dramatic failure 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

Modifier Situation

–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.

Night’s Subtle Distractions (●●)

This clause allows the Lost to avoid notice by enhancing physical conditions that limit perception. A

dark night seems darker, background noises that obscure the changeling’s footsteps seem louder,

distractions become more distracting and strong smells can even block a bloodhound’s

ability to track the changeling.

Cost: 1 Glamour

Dice Pool: Wyrd + Stealth

Action: Instant

Catch: The clause is invoked outdoors at night.

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Roll Results

Dramatic Failure: The targets are unaffected. Instead, the Contract affects the changeling and

everyone she attempted to exclude from the Contract for the next scene.

Failure: The Contract affects no one’s perceptions.

Success: An area within (Wyrd x 10) yard radius of the Changeling gets darker and quieter. Shadows

twist and grow, the sun hides behind a cloud, lights flicker, etc. The darkness inflicts a -2 penalty on

all visual perception and ranged combat rolls.

The changeling is always immune to his own darkness, and can make up to (Wyrd) other people

immune as well, provided they are in physical contact with him and remain so. The clause lasts for

one scene.

Exceptional Success: The penalty increases to a -3.

Suggested Modifiers

Modifier Situation

–1 Total environmental modifiers to perception are no more than –1.

+1 Total environmental modifiers to perception are –3 or higher.

Balm of Unwakeable Slumber (●●●)

This clause causes all sleeping targets the changeling can see or hear to be nearly impossible to

wake. Targets remain sleeping through loud noises, or being shaken moderately, moved or even tied

up, handcuffed and shoved into a car trunk. Targets awaken if harmed, but will otherwise remain

asleep. When using this Contract on mortal targets, use the highest Resolve for all of them.

Cost: 1 Glamour

Dice Pool: Manipulation + Wyrd vs. Resolve + Wyrd

Action: Resisted

Catch: The target is asleep at home in his own bed, and the Contract is performed between sunset

and sunrise.

Roll Results

Dramatic Failure: The target wakes up.

Failure: The target’s sleep is unaffected.

Success: When this clause is used on one or more sleeping targets that the changeling can see or

hear, the target becomes almost impossible to awaken until the time they are accustomed to

waking. The targets can be shouted at, picked up or manhandled without waking. However, anything

that does one or more points of any type of damage instantly awakens the sleepers — repeatedly

slapping targets or shaking them vigorously enough to hurt will also wake them up. Dense smoke,

intense heat or other situations causing targets to cough, choke or fight for their lives will awaken

them normally. Nothing else, including the screams of a terrified loved one, can break their slumber.

Exceptional Success: When the targets wake up, they remain groggy for another full scene, suffering

a –2 dice penalty to Speed, Defence and all actions.

Suggested Modifiers

Modifier Situation

+2 The target is deeply asleep.

–1 The target is taking a nap and is not planning to sleep for more than a short time.

Boon of the Scuttling Spider (●●●●)

This clause allows the Lost to run along any solid surface, such as a wall or ceiling, like a scuttling

spider.

Cost: 3 Glamour

Dice Pool: Wyrd + Athletics

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Action: Instant

Catch: The changeling is climbing a wall made of stone or wood outdoors, at night.

Roll Results

Dramatic Failure: The character stumbles and must make a Dexterity + Athletics roll to avoid falling

down. She cannot use this clause for the rest of the scene.

Failure: The Contract fails to work.

Success: The character can now walk and run along walls or ceilings or along slick or ice-covered

surfaces that would normally be treacherous to attempt to cross. The character can only move along

solid surfaces capable of supporting her weight. She can move at normal speed, and can attack,

dodge and gains her full Defence while moving in this fashion.

Exceptional Success: The character moves so swiftly and easily that she adds +1 to her Defence

when using this clause.

Suggested Modifiers

Modifier Situation

+1 The surface the character is attempting to climb is rough, with many handholds and footholds.

–1 The surface the character is attempting to climb is smooth and polished, with few handholds or

footholds.

+1 The character is barefoot.

Light-Shy (●●●●●)

This clause grants the changeling the ultimate power of the Shadow purview: it makes him truly

invisible. Even mechanical observers such as security cameras won’t detect him.

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

Modifier Situation

–2 The character attempts to vanish from plain sight, using the power when he’s the subject of

attention of on-looking 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.

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Court Contracts

Below are new Contracts for the Courts presented in Winter Masques.

• The Contract of Day and the Contract of Sunrise are affinity for the Sun Court.

• The Contract of Night and Contract of Nightfall are affinity for the Moon Court.

• The Directional Courts receive a Contract each. The Contracts of Four Directions represents

the “physical” aspect of all four of the Directional Courts, while the contracts below

represent the “emotional” aspects for each of the Directions separately.

Contract of Day

The true faces of all things are revealed under the light of day. The righteous may walk proudly,

while the wicked must hide lest they be shown for what they are. The Contract of Day manipulates

guilt, shame, and virtuous things.

In the Light of Day (●)

By touching someone, the character receives a vision of the most shameful act committed by that

person.

Prerequisites: None

Cost: 1 Glamour

Dice Pool: Empathy + Wyrd

Action: Instant

Catch: The subject has already told the character about the immoral act.

Roll Results

Dramatic Failure: The character receives a false vision of events that never happened.

Failure: The character does not have a vision.

Success: Upon touching the subject, the character receives a vision of the event surrounding the

subject’s last degeneration check for the subject’s Morality trait. The vision consists of a series of

vivid sensory images of the event, focusing on the most important details. The vision only lasts for

several seconds, but provides the character with a general understanding of what transpired. If the

subject has never made a degeneration check, the character sees the last action the subject has

performed that could be considered a sin on the Morality table.

Exceptional Success: In addition, the character gains an understanding of the degeneration check

event prior to the last one, if such an event occurred.

Suggested Modifiers

Modifier Situation

+1 The character has a pledge with the subject.

Denying Temptation (●●)

The character can instil a subject with a basic sense of shame, denying him the pleasure of his Vice.

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

Cost: 1 Glamour

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

Action: Instant

Catch: The character is wearing a monk’s robe.

Roll Results

Dramatic Failure: The character suddenly feels an overwhelming sense of shame, and is reluctant to

interact with others. The character applies a -2 to all Social rolls for the rest of the scene.

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Failure: The character fails to invoke the contract.

Success: The subject is struck by feelings of shame and guilt whenever he gives in to his base

desires. These feelings of regret overwhelm whatever sense of pleasure the subject may derive from

such actions. As a result, the subject gains no Willpower from indulging his Vice. This clause lasts for

a number of days equal to the number of successes.

Exceptional Success: The subject is affected by this clause for a whole month.

Suggested Modifiers

Modifier Situation

+1 If the character has already indulged in their Vice in the last 24 hours.

-1 If the character has gained willpower through their Virtue in the last 24 hours.

Pangs of Guilt (●●●)

The character can plague a subject by a constant reminder of his shameful actions.

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

Cost: 2 Glamour

Dice Pool: Presence + Intimidation + Mantle (Sun) – subject’s Resolve

Action: Instant

Catch: The character wears a hoop made of gold around their head.

Roll Results

Dramatic Failure: The clause turns against the character, taking effect for the rest of the scene.

Failure: The character fails to invoke the contract.

Success: The subject literally feels a twinge of guilt whenever he commits an immoral act (all actions

listed as Morality sins, refer to WOD rulebook p. 91). This twinge may manifest as a nervous tick

when performing a physical task, or a distracting mental voice when performing a mental or social

action. This taunting twinge causes a -2 penalty for action rolls made for immoral acts for the rest of

the scene.

Exceptional Success: The same as above, except the twinge of guilt is followed by a shocking

sensation inflicting one point of bashing damage.

Suggested Modifiers

Modifier Situation

+1 The target's Clarity/Morality is less than 5.

-1 The target's Clarity/Morality is more than 5.

Champion of Virtue (●●●●)

The character can channel the strength of his moral convictions into physical power.

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

Cost: 2 Glamour

Dice Pool: Stamina + Resolve + Mantle (Sun)

Action: Instant

Catch: The character is defending a helpless maiden from danger.

Roll Results

Dramatic Failure: The character loses a dot of Strength for the rest of the scene.

Failure: The character fails to invoke the contract.

Success: The character increases his Strength by one dot, plus one dot for every two successes after

the first (to a maximum of three points). The increased Strength may change other values, such as

Speed. In addition, the character need not roll Stamina to remain conscious when his last wound box

is marked with bashing damage. This clause lasts for the rest of the scene.

Exceptional Success: In addition, the character ignores all wound penalties for the rest of the scene.

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Suggested Modifiers

Modifier Situation

+1 The character is trying to stop a crime in progress.

Confessions of a Sinner (●●●●●)

The character can compel a subject to seek forgiveness for his shameful acts. The character must

first know what those shameful acts are before he can apply this clause to the subject.

Prerequisites: Mantle (Sun) ••••

Cost: 3 Glamour + 1 Willpower

Dice Pool: Presence + Persuasion + Mantle (Sun) vs. Composure + Wyrd

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

resistance is reflexive

Catch: The character drinks an ounce of holy water from a church.

Roll Results

Dramatic Failure: The clause backfires, affecting the character instead. The Storyteller chooses a

shameful act for the character.

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

headway.

Success: The character must choose a shameful act (Morality sin) that the subject has committed

against someone. The character rolls more successes than the subject and makes headway. If the

character reaches the required number of successes, the subject is overcome with guilt and feels the

need to seek out the person harmed by his actions. If the injured party is dead, the subject will seek

out the party’s next of kin or a friend, whoever is easiest to locate. If no such person can be found,

the subject will seek out the closest figure of authority, such as a cop or priest. The subject will

abandon his other responsibilities in order to pursue this task. Upon encountering the designated

person face to face, the subject confesses his shameful actions to this person and will beg the

person’s forgiveness. Upon hearing the person’s response of forgiveness, yes or no, the clause

ends. Regardless of the result, this clause ends after sunset.

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

headway.

Suggested Modifiers

Modifier Situation

+1 The character witnessed the shameful act firsthand.

Contract of Sunrise

Darkness slithers away to hide as dawn appears. The bright rays of the rising sun bid the world to

rise from its slumber. The ugliness of yesterday falls into the shadows for a new day has begun. The

Contract of Sunrise manipulates light, especially the nature of sunlight.

The Rose Fingered Dawn (●)

The character can generate light from her hand, like a lantern.

Prerequisites: None

Cost: 1 Glamour

Dice Pool: Wits + Wyrd

Action: Instant

Catch: The character has a drawing of the sun on the palm of her hand, or the character is a Bright

One.

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Roll Results

Dramatic Failure: The character is blinded for 3 turns.

Failure: The character fails to invoke the contract.

Success: The character generates a bright light from the palm of her left hand. The intensity of the

light is similar to that of a small lantern, covering a 3 yard radius around the character. The clause

lasts for one scene.

Exceptional Success: The character can dim the light at will for the duration of the scene.

Suggested Modifiers

Modifier Situation

+1 The Character is using this Clause during the day.

Rise and Shine (●●)

Drawing on the strength of the morning sun, the character can cause all sleeping subjects that she

can see, even those rendered unconscious from injury, to awaken and rise to their feet.

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

Cost: 1 Glamour

Dice Pool: Manipulation + Intimidation + Mantle (Sun)

Action: Instant (and Contested)

Catch: The character crows like a rooster for at least one minute.

Roll Results

Dramatic Failure: The character falls asleep.

Failure: The character fails to invoke the contract.

Success: The character causes any sleeping subject she can see to suddenly wake up. If the subject

was rendered unconscious by incapacitation, drugs, or fatigue, the subject does not have to make a

Stamina check to remain awake for the duration of the clause. If the subject is kept asleep because

of poison or some supernatural means, the character’s roll is contested. In the case of poison, the

character’s is roll is contested by the Toxicity of the poison. In the case of supernatural powers, the

character’s roll is contested by the creator’s Wyrd + Manipulation (substituting Blood Potency,

Primal Urge, or other power trait if necessary). The poison or supernatural power ceases to affect

the character for the duration of the clause. The clause lasts for the rest of the scene.

Exceptional Success: In addition, the subject gains one additional dot to Stamina for the rest of the

scene.

Suggested Modifiers

Modifier Situation

+1 The Character is waking someone who is in danger.

-1 The Character is waking someone at night.

Image on the Horizon (●●●)

The character can sculpt the light in an area to create an optical illusion of a particular object. She

gather strands of light from the air like lumps of clay. Being a trick of light, the illusion looks

completely real to all observers, but upon closer inspection, they will find that the object is

completely intangible. This illusion may be used to mask things smaller than it. However, it is

completely stationary, remaining in the position where it was created.

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

Cost: 3 Glamour

Dice Pool: Intelligence + Crafts + Mantle (Sun)

Action: Extended (2+ successes, based on complexity & Size of the object; each roll represents 1

minute of work)

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Catch: The character is holding a detailed model of the image created.

Roll Results

Dramatic Failure: The light is uncooperative, burning the character’s hands. The character applies a

-2 to all rolls involving manual dexterity for the rest of the scene.

Failure: The character makes no progress.

Success: The character makes progress towards creating the illusion. The number of successes

required is equal to the object’s Size plus its rough complexity between 1 and 10. An object of

complexity 1 is all one piece with no additional details, like an undecorated bowl. An object with

numerous parts and fine details like a car or a globe would be a complexity 10 object. Objects with a

simple design and a few unique touches, like a graffiti-stained brick wall weathered by age, may fall

between complexities of 4 to 6. The illusion lasts for one scene.

Exceptional Success: The character makes great progress towards creating the illusion.

Suggested Modifiers

Modifier Situation

-1 The illusion is created in a dimly-lit or moon-lit area.

+0 The illusion is created in a well-lit area.

+1 The illusion is created in a sun-lit area.

Noon Day Brilliance (●●●●)

The character channels the power of the sun, creating a cascade of light that banishes the darkness.

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

Cost: 3 Glamour

Dice Pool: Presence + Occult + Mantle (Sun)

Action: Instant

Catch: The character is using this clause within five minutes of noon.

Roll Results

Dramatic Failure: The character improperly channels the energy, blinding herself for one hour.

Failure: The character fails to gather the power.

Success: The character floods the area with light, up to a radius of 100 feet. Anywhere the light

shines, the ability to hide or disguise oneself is reduced to a chance roll, and previously hidden or

disguised characters must make a chance roll or lose their obfuscations. Those attempting to hide or

disguise themselves with supernatural powers must make a Stealth + Wyrd roll (substituting Blood

Potency, Primal Urge, or other power trait) at -5 or lose the protection of those powers as

well. Even the Mask flickers and weakens; anyone who could not normally see through the Mask

may make a standard perception check to see the fae miens of any fae or tokens they look at. The

light lasts for one turn per success, after which any characters may attempt to conceal themselves

once more.

Exceptional Success: The light lasts for two turns per success, and the character may choose to

dismiss it at will.

Suggested Modifiers

Modifier Situation

+1 The Character is using this clause to reveal their enemies.

-1 The Character is using this clause to reveal those hidden by supernatural means (excluding the

mask).

Staring into the Sun (●●●●●)

The character can magnify the brilliance of her mantle, radiating an aura of sunlight.

Prerequisites: Mantle (Sun) ••••

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Cost: 3 Glamour

Dice Pool: Wits + Survival + Mantle (Sun)

Action: Instant

Catch: The character has sunbathed for at least five hours the day the clause is used.

Roll Results

Dramatic Failure: The clause goes haywire erupting in a brilliant flash before disappearing. The

character suffers a painful sun burn, incurring one point of lethal damage.

Failure: The character fails to invoke the contract.

Success: The character’s mantle expands and intensifies, becoming a nimbus of sunlight. The

character can see normally through this nimbus, but anyone else caught within the intense light of

the nimbus suffers a -3 penalty to rolls involving accuracy or sight. The nimbus extends from the

character in a 2 yard radius, plus a number of yards equal to the character’s Wyrd. In addition, the

character burns anyone by touch, and anyone or any object that touches her is burned just the

same, causing lethal damage equal to her Wyrd. The character cannot combine this attack with any

brawling or melee attack. The dice pool for the attack is Dexterity + Brawling + Wyrd. The clause

lasts a number of turns equal to the successes rolled.

Exceptional Success: The clause lasts two turns per success, but the character may choose to end it

at will.

Suggested Modifiers

Modifier Situation

+1 The Character uses this clause at Dawn.

-1 The Character uses this clause at Dusk.

Contract of Night

Under the cover of night, the wicked feel free to cavort, the night predators hunt for blood, and the

freakish and ugly make their rounds while the eyes of society are closed in sleep. The Contract of

Night manipulates disgust, vice, and wicked things.

Secrets from the Dark (●)

The character is able discern one thing that the subject finds most disgusting or repugnant.

Prerequisites: None

Cost: 1 Glamour

Dice Pool: Wits + Wyrd – subject’s Composure

Action: Instant

Catch: The clause’s subject finds the character quite disgusting.

Roll Results

Dramatic Failure: The character receives an erroneous impression, believing the subject is disgusted

by something that he definitely is not disgusted by.

Failure: The character senses nothing.

Success: The character acquires knowledge of one thing the subject is disgusted by. See the list of

suggested modifiers below for guidelines on what thing the character learns.

Exceptional Success: The character learns two things from the targeted level, if there are two such

things to be discovered.

Suggested Modifiers

Modifier Situation

+1 The character has a pledge with the subject.

+0 The character discerns a target of disgust currently in the forefront of the subject’s mind.

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-1 The character learns about something not currently concerning the subject.

-2 The character learns about a something the subject generally keeps hidden from others.

A Darkened Mirror (●●)

The character can draw out the dark side within someone, turning him into an object of disgust. This

clause is a great way to mess with the beautiful courtiers of the Sun Court.

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

Cost: 2 Glamour

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

Action: Instant

Catch: The character smashes a mirror.

Roll Results

Dramatic Failure: The clause turns on the character, imposing a -2 to all Presence and Manipulation

rolls for one scene.

Failure: The character fails to invoke the contract.

Success: The character causes a chosen subject to look disgusting. The clause amplifies the subject’s

flaws and diminishes his attractive qualities. If the subject has warts or moles, they appear

larger. The bags under a subject’s eyes or wrinkles may become more pronounced. A subject’s bad

teeth may look even worse. A subject that is normally quite beautiful looks simply plain. A subject

that is plain-looking turns ugly. As a result, the subject suffers a -2 penalty to all Presence and

Manipulation rolls for one scene.

Exceptional Success: The subject’s features become hideously exaggerated and/or deformed,

imposing a -4 penalty to all Presence and Manipulation rolls for one scene.

Suggested Modifiers

Modifier Situation

+1 The Character Vice is Lust or Pride.

-1 The Character possess the Striking Looks Merit (Either Version).

Dance of the Bacchanalia (●●●)

The character uses the potency of glamour to enter a state of heightened debauchery.

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

Cost: 4 Glamour

Dice Pool: Composure + Mantle (Moon)

Action: Instant

Catch: The character wears a wreath of grape vines on their head.

Roll Results

Dramatic Failure: The character loses himself in delirium, suffering an appropriate derangement

(determined by the Storyteller) until the next sunrise.

Failure: The character enjoys himself, but recovers no points of Willpower.

Success: To use this clause, the character must become a slave to his passions for at least an hour

without interruption, indulging his sense of gluttony, lust, or rage. The character may gorge himself

on tasty treats, have a Viagra-induced sex romp, or have a crazy bare knuckle brawl. It is only

necessary that the character is actively engaging in a form of sensual pleasure. The spike of glamour

employed in this clause heightens this sensual pleasure to an unimaginable degree. For each

success, the character recovers one point of Willpower (cannot exceed maximum

Willpower). However, the sensory overload from using this clause is both physically and mentally

taxing once the character stops partying. In addition to any consequences resulting from the

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character’s actions, the character feels a sudden heavy fatigue, collapsing into sleep. The character

is literally comatose for a period of eight hours, plus one additional hour per success.

Exceptional Success: The same as above, more successes result in increased effects.

Suggested Modifiers

Modifier Situation

+1 The character indulges his passions for three or more hours

Taste of the Forbidden Fruit (●●●●)

The character causes an individual to temporarily lose their inhibitions and sense of morality. The

Court of Night likes using this clause to stir up trouble or potentially court new members.

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

Cost: 3 Glamour; add 1 Willpower to affect a supernatural subject

Dice Pool: Presence + Seduction + Mantle (Moon) – subject’s Resolve

Action: Instant

Catch: The character holds a live venomous snake in his hands.

Roll Results

Dramatic Failure: The character suffers a severe derangement as if they had failed a degeneration

roll. This derangement lasts for one scene.

Failure: The character fails to affect the subject.

Success: The subject loses their sense of restraint and moral judgment for a number of hours equal

to the number of successes. The subject is not suddenly compelled to do evil. Rather, his

perception is altered, rendering him unable to distinguish between right and wrong. This altered

perception is very much like the morality-numbing effect the Hedge has on mortals. The subject is

not bothered by activities that he would normally find lewd or disgusting. The character acts as he

normally would, but without regard to the social or moral outcomes of his actions or the actions of

others. While this clause is in effect, the subject does not make any degeneration checks regardless

of his actions. However, the Storyteller should make note of any acts against Morality trait that the

subject commits. When the clause ends, the subject is suddenly struck with the full weight of what

he has done. The player or Storyteller makes the appropriate rolls, starting with the most serious sin

(or breaking point, etc.) down to the progressively least serious. If the subject’s Morality trait rating

drops to the point that a later-occurring sin would no longer be applicable, then no further checks

are necessary.

Exceptional Success: The same as above, but the clause lasts for the next 12 hours or until the next

sunrise, whichever comes first.

Suggested Modifiers

Modifier Situation

-2 If it is during Daytime.

Howling at the Moon (●●●●●)

The character turns someone into a ravenous beast, driven to satiate their most basic desires.

Prerequisites: Mantle (Moon) ••••

Cost: 3 Glamour + 1 Willpower

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

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

resistance is reflexive

Catch: The character howls like a wolf under a full moon for at least three minutes.

Roll Results

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

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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 subject feels the immediate impulse to seek out and

fulfil his Vice. He abandons other responsibilities and rational thinking to obey the urge. The

character will disregard social sensibilities and manners in pursuit of his Vice, behaving like an

animal. 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 the subject’s Vice.

+1 Five minute duration

+0 One scene’s duration

-1 One-hour duration

-2 One-day duration

-3 Two-day duration

Contract of Nightfall

At dusk, the darkness of night crawls out of the holes and crevices. Shadows grow longer and more

abundant. The night encroaches to swallow up the light, and the beasts of night are roused. The

Contract of Nightfall manipulates darkness, shadows, and nocturnal creatures.

Owl’s Keen Eyes (●)

The character gains the eyes of a nocturnal creature, able to see with little light even over long

distances. This clause enables the character to use low-light vision, just as a nocturnal animal. The

character’s visual range remains the same even in darkened conditions, such as dim light or

moonlight.

Prerequisites: None

Cost: 1 Glamour

Dice Pool: None

Action: Instant

Catch: The character tucks a feather plucked from the head of an owl behind each ear.

Roll Results

Dramatic Failure: The Character is blinded for the remainder of the scene.

Failure: The Clause fails to work.

Success: The character does not receive penalties for operating in poor lighting conditions or

darkness. This clause lasts for one scene.

Exceptional Success: The Character's eyesight sharpens further and they gain a +1 on perception

rolls in the dark.

Suggested Modifiers

Modifier Situation

+1 The Character wears glasses or some other item that enhances their vision.

-1 The Character uses this Clause during the Day.

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Fear the Dark (●●)

The character can command the darkness to hinder his enemies, as if they were walking through a

nightmare.

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

Cost: 2 Glamour

Dice Pool: Manipulation + Intimidation + Mantle (Moon)

Action: Instant

Catch: A child screams in terror at the sight of the character.

Roll Results

Dramatic Failure: The darkness turns against the character, applying a -4 Speed penalty for the

scene.

Failure: The character fails to command the dark.

Success: For each success rolled, the subject of the clause suffers a -1 penalty to all Athletics rolls

involving movement (running, jumping, climbing, etc.). The subject’s Speed is also decreased by -1

per success. The subject’s speed can be reduced no lower than 1. Shadows & darkness becomes

substantial and viscous around the subject, giving the character the sensation of moving

underwater. This clause is only effective under moonlight or in total darkness. If the subject is

standing in sunlight or within bright artificial light (street lamp, ceiling light, spotlight, etc.), the

clause has no effect. The light must be a strong ambient light to dispel the effects of darkness. A

candle is not bright enough, and a standard flashlight is too narrowly focused to be effective. This

clause lasts for one scene.

Exceptional Success: The same as above, increased successes result in increased results.

Suggested Modifiers

Modifier Situation

+1 The Character uses this Clause under moonlight.

-3 The Character uses this Clause in bright light.

Crawling in the Shadows (●●●)

The character can summon a living cloud of darkness to descend upon his enemies, assaulting them

like a plague of nocturnal insects.

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

Cost: 3 Glamour

Dice Pool: Wits + Animal Ken + Mantle (Moon)

Action: Instant

Catch: The character consumes a live nocturnal insect harvested from the Hedge.

Roll Results

Dramatic Failure: The character absorbs the darkness. The character feels a thousand crawling

critters underneath his skin for the rest of the scene, imposing a -2 penalty to all action rolls.

Failure: The character fails to invoke the contract.

Success: A cloud of darkness emerges around the character, filling the air like a swarm of

insects. The cloud extends in a roughly circular fashion, a 1 yard radius plus an additional number of

yards equal to the character’s Wyrd. The cloud blots out the ambient light, applying a -2

concealment penalty to all characters inside the cloud or characters outside directing attacks into

the cloud. In addition, subjects also feel a creepy tingling sensation all over their body, as though

they were covered in cockroaches or other creepy crawlers. There are no tangible bugs in the cloud,

but the sensation is certainly there. Subjects within the cloud must make a successful Composure

check reflexively each turn before taking actions. Otherwise, they are too distracted by the bugs to

do anything else. This clause lasts a number of turns equal to the number of successes rolled.

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Exceptional Success: The intensity of the cloud is strengthened, actually scraping and stinging the

subject’s skin. A subject suffers 1 point of bashing damage per turn exposed to the cloud.

Suggested Modifiers

Modifier Situation

-2 In a sunlit area

-1 In a well lit area

Child of the Night (●●●●)

The character becomes an embodiment of the night, transforming into a swarm of small bats. This

ability is typically used to inspire fear or as a means of escape.

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

Cost: 3 Glamour

Dice Pool: Composure + Occult + Mantle (Moon)

Action: Instant

Catch: The character swallows the blood of a bat.

Roll Results

Dramatic Failure: The mishap occurs during the transformation. The character feels a sharp pain in

his joints, and suffers two point of bashing damage.

Failure: The transformation does not take place.

Success: The character’s breaks apart, transforming into dozens of rat-size bats. Though in a

fragmented form, the swarm of bats is considered a single entity with a shared Health score equal to

the character’s Health. The swarm moves together with a collective consciousness and cannot break

off in many different directions. The character can still be damaged normally by attacks to the

swarm. In this form, the character flies at his Speed +5 and can change formation to move as

needed. The character can also see normally in the dark, applying no penalties for operating in dim

lighting or darkness. However, because of the limitations of the bats’ size, the character cannot

manipulate physical objects or cause any damage.

Exceptional Success: The character can fly at his Speed +10 and applies a +2 defence bonus. This

defence bonus does not apply to attacks that could conceivably damage many of the bats at once,

such as an explosion.

Suggested Modifiers

Modifier Situation

-1 Day time

+1 Night time

Bogeyman's Sidestep (●●●●●)

The character uses the connections of the Wyrd to reach through the darkness, stepping through a

shadow in one location then instantly reappearing from a shadow in another location.

Prerequisites: Mantle (Moon) ••••

Cost: 4 Glamour

Dice Pool: Wits + Stealth + Mantle (Moon)

Action: Instant

Catch: The character holds a teddy bear, taken forcibly from a sleeping child.

Roll Results

Dramatic Failure: The character finds himself transported into a scary and dangerous part of the

Hedge. The character cannot use the contract again until a day has passed.

Failure: The character fails to invoke the contract.

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Success: The character teleports from one location to another within a number of yards equal to the

character’s Wyrd x 10. The shadows used must be large enough for the character to step into or fall

through. The character cannot use his shadow. The character does not have to know where exactly

he is going: only needing to decide on the approximate distance and direction he intends to

go. Since the exact destination is somewhat random (at the Storyteller’s discretion), the character

must accept the circumstances of where he appears.

Exceptional Success: The character appears at the most advantageous position in the direction

chosen. The character must still appear from a shadow of sufficient size.

Suggested Modifiers

Modifier Situation

-1 Day time

+1 Night time

Contracts of Imminent East

The Imminent East Contracts allow a changeling to inspire and direct the emotions of envy.

Green Whispers (●)

This contract gives knowledge to the changeling what causes envy within their target.

Prerequisites: None

Cost: 1 Glamour

Dice Pool: Wits + Wyrd vs. subject’s Composure + Wyrd

Action: Contested

Catch: The changeling is holding something belonging to the target.

Roll Results

Dramatic Failure: The changeling begins to covet something that the target has for the rest of the

scene.

Failure: The character learns nothing about the target’s envies.

Success: The changeling learns the first and foremost point of jealous and envy of the target. The

more generalized the concept, the more abstract the impression will be, whilst envy over specific

items or people will give clear crisp impressions.

Exceptional Success: Not only can the character understand the nature of a target’s envies, but they

also gain an inherent direction sense where the subject of this envy can be found for the remainder

of the scene.

Sate the Inner Turmoil (●●)

When a person is taken over by jealousy or envy, they can be compelled to do terrible things. With

this clause, the changeling can quell the stirrings of envy within a target.

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

Cost: 1 Glamour

Dice Pool: Manipulation + Subterfuge + Mantle (East) - subject's Resolve

Action: Instant

Catch: The changeling has taken something belonging to the target without their knowledge in the

last 24 hours.

Roll Results

Dramatic Failure: The subject cannot but help dwell on the subject of their jealousy. For the

remainder of the scene, the subject suffers from the mild derangement of fixation, focused on the

object of their envy.

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Failure: The target’s envy is not subdued.

Success: The target feels their avarice and envy ebb away. For the remainder of the scene, the object

of their cravings will have no hold over them, and they could treat it with a rational mindset. It

should be noted, that this clause will only affect objects of envy, jealousy, greed and avarice, and not

just simply desire.

Exceptional Success: Not only is the changeling out of the grip of the envy over the singular target,

the target may add +2 to resisting any manipulations from the Contracts of Imminent East and

Fleeting Spring for the rest of the scene.

Display of Splendour (●●●)

The changeling emanates a strange power of desire, causing her to become the centre of envy for

the crowd around her. All who are affected by this clause will turn to admire, with avarice, the

changeling as they wander past.

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

Cost: 1 Glamour

Dice Pool: Presence + Socialise + Mantle (East) – the highest Composure in the crowd

Action: Contested, resistance is reflexive

Catch: The changeling makes an entrance into the crowd, wearing some object of moderate wealth

(valued as a object of Resources 3 or more).

Roll Results

Dramatic Failure: The sense of envy turns in on itself and becomes spiteful. The changeling does

capture the audience’s attention, but the result is that they (as a group) turn on the changeling. For

the rest of the day or night, the changeling suffers a –2 to all Socialise and Persuasion tests with the

crowd.

Failure: The crowd is neither moved, nor stirred by the changeling’s opulence.

Success: The crowd is affected by the changeling’s presence. They cannot but help turn and stare at

the changeling for the turn immediately after the clause is activated. For the remainder of the scene,

the changeling will have a +2 modifier to attempts to socialise and impress themselves upon the

crowd.

Exceptional Success: The effects of the above last until the next sunrise or sunset and increases to a

+3 bonus.

Infernal Avarice (●●●●)

The changeling stokes the flames of envy in a target, inflaming it to a point of obsession.

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

Cost: 2 Glamour

Dice Pool: Manipulation + Wyrd vs. Subterfuge + Wyrd

Action: Contested, resistance is reflexive

Catch: The changeling can articulate the subject’s envy and describes it in their presence for at least

three minutes. He must not lose eye contact with the subject for this duration.

Roll Results

Dramatic Failure: The changeling invoking this clause finds that they become fixated on their target

instead, even if they would not ordinarily feel compelled or driven towards them. For the duration of

the scene they suffer from the Fixation Derangement focused on their target.

Failure: Nothing moves the target whose envy is neither tempered nor subdued.

Success: The target’s develops envy for the subject, so great and overwhelming that they begin to

dwell and obsess about it. For the duration of the scene, the changeling suffers from the active

effects of the Fixation Derangement focused on the subject of their envy, for a number of scenes

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equal to the changeling’s Wyrd. If the subject already has this Derangement, it is automatically

triggered in the same fashion.

Exceptional Success: As above, except that the target suffers from the active effects of the

Obsessive Compulsion Derangement for a number of scenes equal to the changeling’s Wyrd.

Covetous Object (●●●●●)

The changeling can cause a singular object to become the centre of focus and avarice. Those who

are affected by this clause will be consumed with a powerful need to possess and own the object.

This clause can be invoked with a person as the object of desire, but the crowd will still desire to

control and posses that person like an object.

Prerequisites: Mantle (West) ••••

Cost: 3 Glamour + 1 Willpower

Dice Pool: Subterfuge + Wyrd – the highest Composure of the crowd

Action: Contested; resistance is reflexive

Catch: The object selected has great monetary value (valued as a Resource 4 or more dot item), or

sentimental value to the crowd (a religious icon in a chapel), or the object of desire is a person with

the Striking Looks 4 Merit.

Roll Results

Dramatic Failure: The manipulations fail and the crowd is drawn to the invoker of the clause in some

loud and gaudy fashion. The end result is that the changeling is exposed to the group who feel an

instinctive animosity towards her.

Failure: The object is no more and no less coveted by the crowd.

Success: The crowd feels the urgent need to possess the object (or person), they will use whatever

arts of manipulation and tact (or lack thereof) they have at their disposal to claim or control the

object. This may range from blatant offers to purchase, beg, or swindle the object away to subtle

Machiavellian devices to bring the object to their possession. This clause has been known to incite

violence as the strong but brutish find their subtle talents wanting.

The effects last for an entire scene, but victims in the throw of this clause may spend a point of

Willpower to ignore its effects for a number of minutes equal to their Wyrd (or similar power stat,

only one turn for mortals).

Exceptional Success: The urgency of the possessive need increases, and the victims of the clause will

not stop at any means to possess it, from breaking pledges to turning on their closest allies.

Contracts of Imminent North

The Imminent North Contracts allow a changeling to inflict and alleviate the emotions of suffering.

The Ascetic Eye (●)

With a simple glance, a changeling can understand the nature of someone's suffering.

Prerequisites: None

Cost: 1 Glamour

Dice Pool: Empathy + Wyrd - subject's Composure

Action: Instant

Catch: The character gives the subject a sharp slap.

Roll Results

Dramatic Failure: The character is overwhelmed by the subject's suffering without understanding it.

For the rest of the scene his moods are anguished and he suffers a -1 to Social dice pools.

Failure: The character cannot discern the target's suffering.

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Success: The character discerns what is the source of someone's current state of suffering. The

Clause can only reveal the source of something the character is suffering in the immediate, and not

any past cause.

Exceptional Success: Not only can the character discern current causes, but if the character has

suffered in the past hour or scene they can also discern the source of the most acute cause of

suffering the subject experienced.

Hearts' Ward (●●)

With a comforting touch, the changeling can ease the burden of suffering a subject feels.

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

Cost: 1 Glamour

Dice Pool: Composure + Empathy + Mantle (North)

Action: Instant

Catch: The cause of the subject's suffering is the result of a random mishap or accident, or otherwise

not inflicted by another person.

Roll Results

Dramatic Failure: The subject's anguish increases to the point of hysteria, collapsing and becoming a

sobbing wreck.

Failure: The subject knows to relief for his anguish.

Success: The subject gains some acceptance of the tragedy of their suffering, seeing some form of

context for it. Though they can feel the anguish inside, they have tempered their Resolve enough to

function for a number of minutes equal to the changeling's own Resolve and work in the face of

bitter spite.

Exceptional Success: In addition to the above, the character may assume a Resolve of 5 for the

scene for all rolls relating to dealing with adversity.

Shared Karma (●●●)

The changeling is able to inflict the state of someone's sense of suffering on another nearby target.

Both the subject of suffering and the target being inflicted must be within the vicinity of each other.

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

Cost: 1 Glamour

Dice Pool: Manipulation + Persuasion + Mantle (North) - subject's Composure

Action: Instant

Catch: The target shares a power relationship with the victim and is in the dominant position. This

relationship can be transient, such as a beggar asking alms from a wealthy passerby.

Roll Results

Dramatic Failure: The subject becomes insular and immune to the other people's suffering. They

gain a +2 modifier to their Composure to ignore any source of another person's suffering.

Failure: Nothing passes between the victim and the target.

Success: For a single moment the subject of the suffering and the target lock eyes and the target

gains an insight into the state of the victim's suffering and how they feel. The target will feel

compelled to offer some form of support to that character, either financial, moral or some other

form of aid.

Exceptional Success: In addition to the above both the target and victim gain a +2 modifier to all

Empathy rolls with each other for the rest of the day.

Everything's Zen (●●●●)

The changeling can bolster the subject such that they can endure torments beyond their normal

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limitations. They find a centre of calm amidst the storm of turmoil and can find peace even in the

most hectic of situations.

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

Cost: 2 Glamour

Dice Pool: Composure + Wyrd

Action: Instant

Catch: The subject is about to be confronted by or endure some form of danger to his life, livelihood

or sanity that is not of Faerie or by fae hand.

Roll Results

Dramatic Failure: The subject becomes particularly prone to suffering from the source of their

anguish. The source of danger gains a +1 modifier to any roll to inflict damage or emotional pain

upon the target.

Failure: The target’s resolve is not steeled and they are no less susceptible than usual.

Success: The target goes into a state of serenity, where they are hard to move to suffering. They may

ignore the first two levels of wound penalties, and gain +1 to resisting with Resolve of Composure

for resisting emotional and psychic attacks for the rest of the scene.

Exceptional Success: As above, except the target may ignore all wound penalties and their resistance

increases to +2.

Weight of the World's Worries (●●●●●)

The agony of the world comes crashing down on the victim of this clause, as all manner of anguish

and suffering overwhelms the victim, such that the victim despairs and loses the will to pursue their

goals.

Prerequisites: Mantle (North) ••••

Cost: 3 Glamour + 1 Willpower

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

Action: Contested; resistance is reflexive

Catch: The target is currently suffering the effects of a Derangement.

Roll Results

Dramatic Failure: The target feels a sense of strange empowerment and becomes immune to the

effects of the Contracts of Imminent North until the next sunrise or sunset.

Failure: The changeling fails to inflict the woes of the world on the target.

Success: The target is overwhelmed with a sense of suffering and begins to despair. For the

remainder of the scene the character cannot spend any Willpower points. This clause affects only

people already in a state of suffering.

Exceptional Success: In addition to the above effect, the target cannot regain any Willpower through

his Virtue or Vice until the next sunrise or sunset.

Contracts of Imminent South

The Imminent South Contract gives a changeling the power to influence and manipulate the

euphoria and ecstasy that is their court’s purview.

Whispers of the Lotus (●)

With this clause, the changeling can locate the strongest emotion being felt within a certain radius.

Prerequisites: None

Cost: 1 Glamour

Dice Pool: Wits + Wyrd

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Action: Instant

Catch: The changeling eats a lotus petal.

Roll Results

Dramatic Failure: The changeling’s own emotions well up, magnifying the foremost emotion they

are feeling to a powerful intensity.

Failure: The changeling is unable to determine the location of any nearby emotions.

Success: The changeling is able to determine with relative accuracy, in both direction and distance,

the most potent experience of emotion within a radius of one mile per Wyrd.

Exceptional Success: The radius is increased to 10 miles per Wyrd.

Tapping the Spring (●●)

The changeling incites this clause to invoke a short but powerful burst of ecstasy that overcomes

their target.

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

Cost: 1 Glamour

Dice Pool: Wits + Persuasion + Mantle (South) - subject's Composure

Action: Instant

Catch: The changeling is touching the target in a state of arousal or excitement.

Roll Results

Dramatic Failure: For the remainder of the scene, the target’s emotions are deadened and he

cannot be affected by any Contracts of Imminent South.

Failure: The target feels no burst of euphoria.

Success: The target’s existing sense of arousal or excitement magnifying to an intense level, until

they are overwhelmed with ecstasy. This state lasts for a number of turns equal to the changeling’s

Wyrd. While in this state, the target’s Speed, Initiative and Defence is halved (rounded up)

Exceptional Success: The sensations are so intense that the experience lasts for another three turns.

Infectious Rapture (●●●)

This clause is invoked over a crowd, causing the most intense emotion within the crowd to spread

throughout it, capturing all within its call.

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

Cost: 1 Glamour

Dice Pool: Presence + Persuasion + Mantle (South) – the highest Composure in the crowd

Action: Contested, resistance is reflexive

Catch: The caster of this contract is experiencing the most intense emotion of the crowd.

Roll Results

Dramatic Failure: The clause backfires and the changeling takes on the infliction of the most intense

emotion available in the crowd for the rest of the scene.

Failure: The crowd is neither moved, nor stirred by the changeling’s clause.

Success: Starting from the person experiencing the most intense emotion, it begins to move out

through the crowd like a viral vector, first causing the nearest to the subject to be first influenced,

and then passed on by them to others through some personal interaction. Because of this shared

communion, all affected by this and gain the 9-Again rule on all social interactions with each other.

Exceptional Success: The social bonus increases to 8-Again.

Two Edged Sword (●●●●)

It is said that there is a fine line between pleasure and pain. This clause allows the changeling to

cross this divide at their will, by turning agony to ecstasy and vice versa.

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

Cost: 2 Glamour

Dice Pool: Wits + Medicine + Mantle (South) – the subject’s Stamina

Action: Instant

Catch: The changeling has tasted the target’s blood within the last 24 hours.

Roll Results

Dramatic Failure: The changeling herself becomes the victim of the clause, where all of the intended

effects turn in upon the caster.

Failure: The target feels no different than usual.

Success: This clause will turn experiences of pain into pleasure and vice versa. If they are suffering

from pain and injuries, the sensations of pain will invert to become a pleasurable sensation. Apart

from the role-playing effects where characters are rendered pleasure instead of pain, for the

remainder of the scene, all negative pain modifiers are inverted into a positive modifier. All effects

drain away at the end of the scene and the character’s pain returns. Victims of this effect are still

suffering damage, and through their exertions may inadvertently injure themselves further

(Storyteller discretion).

On the other hand, targets who are in the throes of rapture or ecstasy will suddenly find themselves

under inordinate amounts of pain. Beyond the role-playing effects upon the target, the victim will

suffer a pain modifier equivalent to the level of ecstasy they were in. Kissing, or an exercise high

might cause a –1 penalty, whilst the throws of an orgasm or receiving an award at a prestigious

award ceremony might induce a –3 penalty.

Exceptional Success: The changeling is able to make the intensity of pleasure or pain much stronger

than the sensation previously experienced. The positive or negative modifier is increased by +/- 2.

Kiss of the Opium Dragon (●●●●●)

Pleasure is one of the greatest conditioners. Through the use of this clause, a changeling can cause a

victim to begin to associate a particular experience or idea with ecstasy.

Prerequisites: Mantle (South) ••••

Cost: 3 Glamour + 1 Willpower

Dice Pool: Manipulation + Persuasion + Mantle (South) vs. Resolve + Composure

Action: Contested, resistance is reflexive

Catch: The changeling has suffered a point of aggravated damage in the last 24 hours.

Roll Results

Dramatic Failure: Whatever high the target may have been on is instantly killed, and the target

knows intuitively that the changeling is the source of this come down.

Failure: The target is not moved to rapture.

Success: This clause can only successfully affect a target that is currently experiencing some form of

pleasure of ecstasy. If this clause is successful, the ecstatic experience will become so euphoric that

the target will develop a mild addiction to it. For the next 24 hours, any time a character receives a

chance to experience the source of this addiction, they must roll Resolve + Composure. Failure

means they will happily give in to their temptations, though a single success allows the character to

resist the temptation. Each time a character gives in to the yearning, subsequent attempts to resist

temptation suffer a cumulative –1 die penalty on the Resolve + Composure roll. Eventually, the

character's Resolve + Composure dice pool drops to zero and a chance roll is all that's left. At that

point, the character is completely addicted. Not only does he have very little chance to resist the

craving, he doesn't want to.

All effects of addiction wear off after 24 hours, though this does not mean that a person may not

pursue the experience of their own accord afterwards and become addicted through normal means.

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Exceptional Success: The target’s initial experience is so powerful that he starts with a –1 cumulative

penalty on resisting the addiction.

Contracts of Imminent West

The emotions of honour are subtle and strange for many who are not familiar with its ways.

Fortunately the Court of the West have access to these contracts, granting them some mastery.

Reading the Unspoken Script (●)

When used upon a target, the changeling gains certain insights into their moral codes and

behavioural restrictions.

Prerequisites: None

Cost: 1 Glamour

Dice Pool: Intelligence + Investigation + Mantle (West) – target’s Resolve

Action: Instant

Catch: The changeling shares a pledge with the target.

Roll Results

Dramatic Failure: The changeling receives misleading information regarding the target’s codes or

ethics.

Failure: The changeling derives no knowledge of the target’s codes or ethics.

Success: The changeling may learn two pieces of information regarding the targets behaviour or

ethics. It should be noted that only sanctions or acts that are compelled by a sense of honour can be

determined in this fashion. A moral code that carries no sense of pride or honour for the target will

not register.

Exceptional Success: The number of pieces of information increases to four.

Tempered Pride (●●)

By augmenting a target’s sense of honour, the changeling can give them preternatural mental

fortitude to resisting temptations that would take them away from their sense of honour and duty.

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

Cost: 1 Glamour

Dice Pool: Resolve + Expression + Mantle (West)

Action: Instant

Catch: The changeling is holding a symbol relevant to the target’s sense of duty. A badge for a police

officer, a cross for a priest etc…

Roll Results

Dramatic Failure: The target is inflicted with a sense of anxiety about their duties and is momentarily

conflicted with a sense of doubt. They suffer a –2 penalty to all actions related to pride or

determinism.

Failure: The target remains uninspired.

Success: For the duration of the scene, the target’s sense of honour and duty swells. The target gains

a modifier equal to half the changeling’s Wyrd added to their Resolve to resist any temptation to

break their code or sense of ethics.

Exceptional Success: The modifier is equal to the entirety of the changeling’s Wyrd.

Lash of Retribution (●●●)

For every crime there is a punishment, and for every sin there is a burden to bear. This contract

literally weighs the victim down with the weight of their broken honour.

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

Cost: 1 Glamour

Dice Pool: Presence + Intimidation + Mantle (West) vs. Resolve + Wyrd

Action: Contested, resistance is reflexive

Catch: The target is suffering the effects of a broken pledge.

Roll Results

Dramatic Failure: The target’s sense of pride becomes overweening, to the point where the

Contracts of Imminent West will have no more hold over him for the rest of the day.

Failure: There is no effect on the target.

Success: While this clause is in effect, it encumbers the target with the weight of conscience. For

every action they commit that is not in line with their code or ethics, they will be filled with a

growing sense of dishonour. This translates into a sensation of heaviness and lethargy. For each

dishonourable act, the target suffers a cumulative –1 penalty to all actions until the end of the

scene.

Exceptional Success: The duration of this clause lasts until the next sunrise or sunset.

Will to Power (●●●●)

Honour can be a source of power, the Court of the West will tell you. Indeed, through this clause, a

changeling can call down upon the target a preternatural ability to pursue their honourable

objectives.

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

Cost: 2 Glamour

Dice Pool: Intelligence + Wyrd

Action: Instant

Catch: Between the changeling and the target, either one or both of them, holds the Virtue of

Fortitude and the Vice of Pride.

Roll Results

Dramatic Failure: The changeling is infused with a great sense of wrongness about his duty. Until the

next sunrise or sunset, they cannot regain willpower through their Virtue or Vice.

Failure: Nothing moves the target whose envy is neither tempered nor subdued.

Success: The target’s sense of honour augments his tasks, his knowledge and conviction of the

rightness of his actions empowers him beyond normal means. For the duration of the scene, and as

long as the subject is performing actions or duties in line with his code of honour, spending

Willpower points will grant a +4 modifier to the desired action instead of the normal +3.

Exceptional Success: Spending a point of Willpower increases the bonus to +5.

Spoken Bond (●●●●●)

The Court of the West say they have a particular affinity with pledges, as their maintenance and

upkeep have much to do with honour. Through the manipulation of a target’s sense of honour, that

target can be bound by their very promise to uphold their very word.

Prerequisites: Mantle (West) ••••

Cost: 3 Glamour + 1 Willpower

Dice Pool: Wits + Wyrd vs. Resolve + Wyrd

Action: Contested; resistance is reflexive

Catch: The changeling lends the clause a measure of his own will. That is, they voluntarily and

temporarily diminish their own supply of willpower, which will cause the number of Willpower dots

they have, for the duration of the clause, to reduce by one. This dot will return when the clause

expires, but any willpower points the dot may have held are lost.

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Roll Results

Dramatic Failure: The clause is inversed, and the effects of the success fall upon the changeling

herself.

Failure: The changeling’s sense of duty compels him no more than usual.

Success: Once this clause has settled on a target, it will lie in wait for the next 24 hours. It will trigger

the moment the target offers a promise, however innocence or casual it may be, and then bind him

to that promise as though they had just forged a pledge. The function of this clause is to then use

the subject’s own sense of honour to compel them to uphold such a simple promise. The target will

feel honour-bound to do whatever is in his power to fulfil the promise given. The effects of this

clause will wear off after 24 hours after the promise has been given. If the promise is not fulfilled in

that time, the effects will expire.

Exceptional Success: The duration of the effect extends for two days, and the subject gains an

inherent sense of knowledge as to the expiration of the clause. This however, merely forces him to

act with greater determination to complete his honour-bound duty as the deadline draws nigh.

New Goblin Contracts

The Wrong Foot (•)

This Contract allows the changeling to change the nature of the marks he leaves when passing

through a certain locale. The Goblin Contract 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.

However, even if they would not normally leave footprints or fingerprints, they still leave the traces

dictated by this Clause whenever it is invoked, cannot be turned off and cannot change the

appearance of previously made marks. These Drawbacks limit 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.

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.

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.

Bottom's Predicament (•••)

With this contract, a changeling is able to give the target the head of an ass (or a frog, or a goat, or a

leopard, or what-have-you), or at least some of the features thereof. This transformation is only

visible to the Fair Folk (and to the target), but even the unensorcelled notice the target taking on

some unattractive habits.

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Cost: 3 Glamour

Dice Pool: Animal Ken + Wyrd - Target's Composure

Action: Instant

Catch: The target is asleep.

Dramatic Failure: The curse rebounds on the caster, giving them the head of an animal, and a -3

penalty to all social roll.

Failure: The curse fails to take effect.

Success: The target takes on some of the features of an animal, chosen by the sorcerer. A man

cursed to become more like a swine loses his sense of personal hygiene and becomes needlessly

greedy and gluttonous, while a man cursed to become wolfish turns ruthless and cruel (note that

this is based on a folkloric perception of the animal, not on the animal itself). No matter what the

animal, however, the traits are always unpleasant to those around them. The target suffers a penalty

equal to (Successes) on all social rolls until the sun next crosses the horizon (until the next dawn or

dusk, that is).

To the Ensorcelled, the target's head also seems to take on some of the features of the animal (the

more successes rolled, the greater the likeness). Those cursed to become like pigs become jowly,

their eyes sunken into their flesh, while those cursed to be like toads find their skin turning warty

and their eyes bulging out. The unensorcelled may notice some mild changes but will never think

them anything odd or supernatural. The target may be mildly concerned, but unless they are

Ensorcelled, they too consider it unimportant.

Unfortunately, Shakespeare's faeries were never the most perceptive of sorts, cursing the wrong

people and succumbing to love potions, and so the user of this contract suffers a -2 penalty to all

Wits rolls for the duration of the effect. If they use it on more than one person, then they receive

further penalties, which stack.

Exceptional Success: Aside from inflicting higher penalties, if the sorcerer rolls five or more

successes then the Ensorcelled will perceive the target as having not just the likeness, but the

very head of an animal. The unensorcelled still see nothing wrong, and even an unensorcelled target

will take it in stride and soon forget about it.

Suggested Modifier

Modifier | Situation

+1 to +3 | The proposed transformation is symbolically appropriate (a glutton into a pig, a warrior

into a wolf)

-1 to -3 | The proposed transformation is noticeably symbolically in-appropriate (a glutton into a

stork, a warrior into a rabbit)

False Masque (●●●)

The changeling turns the arts of illusion directly upon themselves, allowing them to completely

change and modify the appearance of their Mask. In effect, they can entirely alter the nature of their

mask to appear as a different person. The clause even works to the extent of enforcing the Mask to

make their seeming occluded to other changelings. For all who see here, changeling and mortal alike

she appears human.

It should be noted that the illusion is a generalised appearance, while the changeling could ask to be

a brunette with curvy hips, they have a far greater difficulty to perform mimicry. Any attempts to

perfectly model someone else's appearance suffers a - 4 penalty to the roll.

However, the price for such an illusion is that the changeling becomes the illusion to an extent. They

may not expend glamour while the illusion is upon them, though they may still use contracts and

tokens by enacting their catch.

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Cost: 2 Glamour

Dice Pool: Manipulation + Subterfuge

Action: Reflexive

Catch: The changeling is attempting to evade capture or is being pursued by people with hostile

intentions.

Roll Results

Dramatic Failure: The changeling's Mask drops and will not restore itself until the next sunrise or

sunset.

Failure: No changes to the changeling's appearance have been wrought.

Success: The changeling can assume the general image of any type that they can imagine for a

scene, as long as the appearance is not vastly different from their own. The illusion must be roughly

the same size as themselves, but can be of any ethnicity, gender, and appearance ( even temporarily

granting them the benefit of the Striking Looks 2 Merit) .

Exceptional Success: The changeling is able to work great control over her appearance, making her

seem vastly different from herself, seeming up to one Size larger or smaller than she is, and able to

acquire up to the level of Striking Looks 4.

Suggested Modifier

Modifier | Situation

+1 to +3 | The proposed illusion is highly similar to the Character's natural Mask.

-1 to -3 | The proposed illusion is vastly different then the Character's natural Mask.

Lost in the Woods (••••)

Getting lost is an integral part of many faerie tales. Little Red Riding Hood strays from the path,

Hansel and Gretel’s trail of bread crumbs are lost, Baba Yaga’s captive needs directions to get home.

With this curse, the changeling can ensure that the target gets lost, and worse, that anyone with

them gets led astray as well. If the targets are lucky, that’s all that happens to them… otherwise…

To use this contract, the target must either be within visual range of the changeling, or the

changeling must have a personal belonging of the target. They may decide to simply let the target

get lost, or else may have the target’s feet lead them to a location of the changeling's choosing.

Cost: 3 Glamour + 1 Willpower

Dice Pool: Survival + Wyrd vs. Composure + Supernatural Tolerance (the roll occurs when the target

sets out on a journey, not when the glamour and willpower cost is first paid).

Action: Instant

Catch: The target is travelling through woods or caves or some other area where there are no signs

or roads or other markers.

Dramatic Failure: The Contract backfires, taking effect on the Changeling.

Failure: The Contract fails to work.

Success: The roll occurs when the target next sets out on a journey – if they travel nowhere within

the next 24 hours, the curse expires. If the target is travelling with a group (who share a point of

origin and a destination, not simply that the target is taking a bus), then they gain a +1 bonus to their

contested roll per additional person with them.

If the target is simply enchanted to get lost, then for the duration of their journey, all travel times

are multiplied by (Successes+1). If it normally takes the target a half hour to drive across the city,

and the changeling gets 4 successes, then suddenly the target takes two and a half hours to get

where they are going. If the target is tracking anything, then their Survival rolls are further penalized

by (Successes), in addition to the travel time increase.

Alternatively, the target finds themselves arriving at an area of the changeling’s choice. The target is

not compelled to do anything when they arrive, but they do arrive. The chosen location must also be

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within a reasonable distance of the target – a target driving in New York may be led to a warehouse

in Queens but not to a church in Omaha.

The drawback is that meddling with time and space in such a way is dangerous; within the next

month, an important message will fail to reach the target in time. This may be a plea for help, a

lawyer’s subpoena, or simply an electrical bill, but its loss will noticeably and negatively impact the

changeling’s life.

Exceptional Success: The curse lasts for the next two journeys the target makes – either making two

journeys slow, or foiling the first attempt of the target to leave the chosen location.

Suggested Modifier

Modifier | Situation

+4 | The target has been specifically warned to stay to a path or to follow directions.

+2 | The target is travelling to some place they have never been before.

-2 | The target is travelling to a local landmark (City hall, the local public library).

-4 | The target is travelling to a well-known, national landmark (the Eiffel Tower, Big Ben).

Phantasmagoria (••••)

In the late 18th and through the 19th centuries, phantasmagoria was a kind of theatre, where a

performer would use a magic lantern to project various terrifying images upon a wall, depicting

ghosts or demons or skeletons cavorting. The cleverest of performers projected the images onto

smoke, and used multiple small, moving projectors to create a semblance of movement, three-

dimensionality, and ghastly liveliness to the spectacle. One early 19th century Belgian inventor,

Étienne-Gaspard "Robertson" Robert, staged his phantasmagoria in the abandoned crypt of a

Capuchin Monastery, and was once stopped by the police before he could bring back the spirit of

Louis XVI.

Of course, Robertson's phantasmagoria were only technological tricks (probably). With this power,

however, a changeling can take shadow-puppets and give them a semblance of life and mobility,

turning them into three-dimensional illusions that can affect all of the senses, and obey the

changeling's whim.

To use this power, the changeling must first have some suitable shadows at hand (meaning that this

power cannot be cast in absolute light or darkness, where there are no shadows). The shadows need

to have at least a vague resemblance to the desired illusion, so most changelings that use

Phantasmagoria either carry paper cut-outs and flashlights, or else grow skilled at making shadow-

puppets with their hands.

Cost: 3 Glamour (+1 Willpower, optional)

Dice Pool: Subterfuge + Wyrd

Action: Instant

Catch: The changeling uses the shadow puppets created by a magic lantern projector, which must

remain running so long as the illusions are active.

Dramatic Failure: The changeling loses themselves in shadows and illusions, momentarily losing

their grip on reality. This is a Clarity 6 Breaking point.

Failure: The shadows remain stubbornly shadows, and not illusions.

Success: The shadow-puppets transform into three-dimensional illusions, encompassing one or

more senses. Anything at all is possible, from simply creating a painting on a wall that had not been

there before, to simulating a full-scale SWAT team assault. A changeling can create a rotting corpse,

a bed of roses, the Lord Mayor of London, a fire-breathing dragon, himself, his Keeper, a bathing

nude, a sword, whatever his imagination can encompass.

Each use of this power creates a single discrete illusion no larger than (Successes x Wyrd) in cubic

yards. This is either a single object or person, or a small group that stays very close together (such as

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the aforementioned SWAT team). Each illusion must have a single, coherent subject. Thus one could

not summon both a bed of roses and a SWAT team with a single casting of this power, though one

could summon a SWAT team with their armoured van, for instance.

Illusions may encompass up to all 5 senses, but they are intangible and unable to affect the real

world. Anyone interacting with an illusion may roll Wits + Investigation(+any supernatural sensory

tricks such as Auspex) to realize its unreality (opposed by the illusion's Successes). Illusions cannot

physically harm anyone, though they can be distracting, inflicting up to (Successes) penalty on

sensory rolls (an illusory orchestra can make it difficult to hear).

Illusions can be made to move. If the caster is present, he may direct the illusions with but a

thought. He can also leave 'programming' instructing a river to continue to flow, or an illusory guard

dog to patrol a corridor. Illusions have no ability to respond to stimuli.

Illusions last for the remainder of the scene. If the changeling spends one point of willpower,

however, the illusions last until the next dawn or dusk.

The drawback of dealing with such illusions, however, is that the changeling divorces themselves

from reality and the idea of what is true and what is not. They automatically dramatically fail the

next perception check they are called upon to make.

Exceptional Success: Extra successes are their own reward, creating illusions that are difficult to tell

for what they are.

Suggested Modifier

Modifier | Situation

-1 to -4 | For each sense past the first that the illusion encompasses.

+3 | The illusion is static and unmoving.

+2 | The illusion is used to frighten.

Poison Present (••••)

From Snow White with her poisoned apple and Sleeping Beauty (or Briar Rose) with her poisoned

spindle, poisoned presents appear repeatedly in folklore and fairy tales. Of course, they've a long

and proud pedigree before then, poison and witchcraft intertwined in story and myth. Medea

poisoned her rival for Jason's love with a poisonous gown, and when the Bible pronounces 'Thou

Shalt Not Suffer a Witch to Live', one alternative translation for 'Witch' is 'Poisoner'.

They tend to be wicked types, these poisoners, cruel and vindictive. They're never poisoned by their

own venoms, for poison knows its own. In the oldest myths (such as that of Medea), poisonous gifts

lead to a direct and very nasty death, but the more modern version simply puts the victim into a

death-like sleep, one from which they may never awaken.

For obvious reasons, using this contract tends to lead to degeneration rolls, and knowledge of it is

prohibited in most right-thinking freeholds. That said, there's always some foul Hedge-witch or cat-

faced Hob willing to teach it, for a price.

Cost: 3 Glamour

Dice Pool: Medicine + Wyrd

Action: Instant

Catch: The poisoned object is a gift to the victim, offered and freely accepted.

Dramatic Failure: The changeling botches the roll, poisoning themselves (still at a Toxicity equal to

their Wyrd).

Failure: The object is not poisoned.

Success: This is a straightforward contract. With a touch, the changeling poisons a single object of no

more than Size 3 (such as an apple, a comb, a spindle, a dress). The poison has a Toxicity equal to the

changeling's Wyrd. The object remains poisoned for 24 hours, and has symptoms similar to that of a

heart attack.

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When the object is used (an apple is eaten, a spindle touched, a dress put on, etc), some part of it

lodges deep inside the victim's body (a splinter in a finger, a slice of poisoned apple in their throat).

This triggers the poison, prompting the target to roll Resolve + Stamina, minus the poison's Toxicity.

If they fail, they fall into a deep, enchanted sleep, a death-like coma for the next (Successes) Days -

during which time they require no food, water, will not die from exposure (though they will if

physically attacked), and are essentially in stasis. They may also be awakened if the poisoned object

is somehow removed from their body (which usually requires an Intelligence + Occult and a

Dexterity + Medicine roll in opposition to the contract's successes).

A few strange limitations apply to the poison's effectiveness. First, the caster is never affected by

their own poison (as a product of their own wicked natures, they are immune to it). At the same

time, the poison can never be forced on a target. A sword can be poisoned and given as a gift, and

the recipient will then accidentally cut themselves and so poison themselves; but the sword cannot

be poisoned and then used to stab someone. The poisoned apple must be willingly bitten, it cannot

be force-fed. This contract is a tool of murder, not a weapon.

The recipient of a poisoned gift may notice that something is off with a subconscious Wits + Occult

roll, though the poisoner can soothe their fears (if they are present) with a Manipulation +

Subterfuge roll. If the recipient succeeds on their roll, then they notice that something is 'off' about

the object and will not want to use it, though they are unlikely to make the leap to 'poison'.

Finally, the drawback of this goblin contract links into the link between poisoners and hags and

crones. For one week after poisoning the object, the changeling suffers a -4 penalty to any rolls to

seduce, beguile, entertain, or otherwise use their physical beauty (negating any Striking Looks bonus

in the process). Additional uses of the contract extend the duration.

Exceptional Success: The Toxicity of the poisoned gift is equal to the changeling's Wyrd+2, and if the

target fails their resistance roll, they are enchanted into sleep for (Successes) Weeks.

Suggested Modifier

Modifier | Situation

-2 | The object is very modern (invented within the last century) -- a cellphone, a can of soda.

+2 | The object is old and mythologically potent (at least five hundred years old in style) -- an apple,

a gown.

The Beggar Woman's Gift (•••••)

One repeated motif in faerie tales and myths is that the questing hero does a favour for someone

mild and unassuming -- a rabbit caught in a snare is freed, an old woman is given the hero's meal --

and in return he receives some potent boon or blessing. With this contract, the changeling can

bestow such a magical trinket onto another person, an unassuming object that nevertheless

contains a sliver of their own power -- though by so doing they are themselves lessened.

Cost: 3 Glamour + the activation cost of the chosen clause

Dice Pool: Crafts + Wyrd

Action: Extended (The selected Clause's level x2 successes; each roll represents one minute of

fiddling with the object)

Catch: The chosen recipient of the gift is not yet an adult (under 18 in most Western countries,

though the definition may alter based on the culture -- unmarried is another common definition),

and does not know about the supernatural world.

Dramatic Failure: The contact backfires. The Changeling loses access to the clause that they were

trying to instil for a number of days equal 10 - Wyrd.

Failure: Nothing happens.

Success: The changeling takes an object of no larger than Size 3 (a comb, a broom, a piece of bread)

and imbues a single Contract clause into it, and then gives the object to the recipient, who must be

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another changeling, a mortal, or some other kind of faerie-entity (hobgoblin, fetch, etc). Thereafter,

the next time the recipient uses the object (combs their hair, eats the bread), they are able to

activate the contract -- even if they themselves are a mortal. They can set all parameters of the

contract as if they were using it normally, but they use the changeling's dice pool for the activation

roll and the cost of the contract is already paid.

The object may not be given away to anyone else -- only the chosen recipient can use it. Further, if

the object is stolen or otherwise illicitly taken, then it does work... but the stored contract's

activation results in a Dramatic Failure.

This gift last indefinitely, until the stored clause is used or until the changeling who gave it spends

1WP to revoke it. However, so long as the gift exists, and for a further 24 hours afterwards, the

changeling is unable to use the stored clause -- they gave it away and it will take some time to find

its way home.

Exceptional Success: When the stored clause is used, it gains a +4 to the activation roll.

Suggested Modifier

Modifier | Situation

-2 | The object in which the clause is stored is particularly ornate or valuable -- a golden ring, an

iPhone

+2 | The object in which the clause is stored is particularly homely or worthless -- a broken comb, an

old pair of sneakers

+5 | The recipient has just done an act of kindness even though it came at their own expense in

some way; this does not apply if the act was carried out specifically so as to benefit from this

contract.

Circe's Curse (•••••)

Unlike it's "little brother" contact, Circe's Curse is no laughing matter. It draws its name from the

ancient story of Odysseus, who landed upon the island of Circe, a daughter of Helios (or perhaps

Hecate). She turned his men into swine, and Odysseus escaped only with divine help. There are

other stories like it, such as the famous tale of the Frog Prince, or the lesser known story of the

White Cat.

Of course, in these less supernatural times, the thought of a faerie sorcerer keeping someone

transformed for months or years is absurd, and changelings (mostly) don't believe it. Still, better safe

than sorry.

In order to use this contract, the changeling must be within (Wyrd) yards of the target, and must

either look them directly in the eye, or must say their name loudly – this does not have to be their

True Name.

Cost: 4 Glamour + 1 Willpower

Dice Pool: Manipulation + Wyrd vs. Resolve + Supernatural Resistance

Action: Instant

Catch: The target has transgressed -- in a spectacularly sacrilegious manner --against the caster.

Robbery or murder is insufficient, unless combined with something such as the abuse of an oath of

hospitality, parricide, cannibalism, or some similar defilement (look at Morality 1 sins and Ancient

Greek tragedies for a good idea of the kinds of things that trigger this catch).

Dramatic Failure: The curse goes awry, partially transforming the changeling into an animal,

changing hands into paws, twisting backs and deforming tongues, inflicting a -3 penalty to all

physical and social rolls for the rest of the scene.

Failure: The curse fails.

Success: For the rest of the scene, the target is turned into an animal. They may be transformed into

any animal from a mouse up to a horse. Unless transformed into something like a monkey or a

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parrot, the target loses their ability to speak and loses its opposable thumbs (and thus any ability to

easily use tools or weapons).

Aside from a change in Size (and the accompanying bonuses to stealth), they retain all of their

attributes, skills, and traits. A man turned into a frog becomes an exceptionally sturdy frog. They also

retain all supernatural abilities. That said, their lack of thumbs or speech may render many powers

and skills impossible to use. A cat may not fire a pistol, for instance, at least with any hope of hitting

something, and communication barriers prevent Vainglory 5: Words of Memories Never Lived from

being used for much.

Fortunately, their curse comes with a certain level of inviolability. The Wyrd considers Circe's Curse

punishment enough. First, if anyone harms the target before the end of the scene (inflicting 1 or

more lethal damage), then the curse is broken. And if the caster harms the target before the end of

the scene, then the curse rebounds back to them, transforming them into some manner of animal

instead (though with the same inviolability). For this reason the transformation cannot be such as

would automatically kill the target (turning someone into a fish on dry land, say).

Exceptional Success: At the end of the duration, the changeling may pay the cost of Circe's Curse to

extend it for an additional scene. The caster may extend it indefinitely, providing they are willing to

pay the glamour and willpower. Of course, if the catch applies, then the curse may be extended

indefinitely... leading to legends such as those of Circe herself.

Suggested Modifier

Modifier | Situation

+1 to +3 | The proposed transformation is symbolically appropriate (a glutton into a pig, a warrior

into a wolf)

-1 to -3 | The proposed transformation is noticeably symbolically in-appropriate (a glutton into a

stork, a warrior into a rabbit)

+3 | The changeling sorcerer uses the target’s True Name in their spell.

Playing the Piper (•••••)

Fairy Tales, as any changeling will tell you, are not nice. But few are quite as horrific as that of the

Pied Piper of Hamelin, the rat catcher who took all of a town's children away, never to be seen again,

when the town reneged on its promise to pay him. With this dark piece of goblin magic, one of the

Lost can Play the Piper, charming away a town's rats... or a town's children... with his music. If he

doesn't mind risking his own death, that is.

Despite the extremely fell reputation this magic has, it can actually be a beneficial one. It can be

used to pipe away vermin of all types, whether one is talking about rats or flesh-eating bacteria, and

destroying them. It's just that when that same piece of magic can be used to massacre scores of

children, people tend to look at it askance. In order to use this contract, the changeling must be

singing or playing some manner of instrument.

Cost: 4 Glamour

Dice Pool: Expression + Wyrd vs. highest Resolve + Composure of those summoned

Action: Extended (Special; each roll represents ten minutes of playing music)

Catch: The contract is being used to take vengeance on someone who has cheated the Piper.

Dramatic Failure: The summoning works, and the target is drawn to

Failure: The summoning fails.

Success: The Piper gathers all of a specific kind of 'vermin' to himself, drawing them from an area up

to (Wyrd x 100) yards away, though the Piper can choose to work in a smaller area. Once gathered,

the Piper may instruct the summoned vermin to follow him, to move to a specific area within

hearing range, or to disperse back to where they came from, so long as he keeps playing (making

one Wyrd + Expression roll every five minutes, which he can do without end, unlike normal extended

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action rolls). For the purposes of this contract, vermin may be rats, pigeons, insects, stray dogs or

cats, germs or bacteria, or even children (which says something about how children were viewed

when the contract was written).

The contract is really as simple as that, and gives the Piper no further power over those summoned

beyond the ability to move them about.

Summoned vermin arrive under their own power, as quickly as they can, though they cannot do

impossible things in order to reach the Piper (laboratory rats cannot escape their cages, etc). They

must also be actually present in the area -- summoning malaria while in the Rocky Mountains is

unlikely to work. At all times, they are quiescent, and won't attack or infect the Piper or anyone else

so long as the changeling keeps playing his music.

This migration is unnoticed and unnoticeable by any who are not Ensorcelled -- the rats may swarm

down the street in a carpet of grey fur six inches deep and no one will notice. Children will be

assumed to be going to some kind of club, and even if the contract causes death or destruction, the

Wyrd simply has it all explained away, no matter how improbable the explanation.

The drawback to Playing the Piper is that the summoner is using their own life force to power this

great magic. The Piper takes 1 point of Lethal Damage for each roll he takes. This is a vivid and

bloody cost -- flutists and singers cough up gobbets of their lungs, violinists work their fingers to the

bloody bone. And yet to Play the Piper is such a glorious feeling of creation, that it requires a Resolve

roll to end the spell, to cancel the summoning or to not take one more command. Pipers have been

known to die while using this contract.

Exceptional Success: Gaining an exceptional success on any individual roll allows the Piper to avoid

the lethal damage for that ten minute period.

Suggested Modifier

Modifier | Situation

+5 | The Piper is using an instrument of exceptional value (a Stradivarius Violin) or one that he has

crafted entirely out of human tissue (a flute of human bone) by hand

+2 | The Piper is using an instrument that he has crafted by hand

0 | The Piper is using a purchased instrument of good quality (costs Resources 3 or more)

-2 | The Piper is using a purchased instrument of poor quality (costs Resources 2 or less)

0 to -5 | Ambient noise (0 means silence, a busy street is a -2, next to a jet engine is -5)

Speak of the Devil (•••••)

Speak of the Devil, and he will come. Names are power among the Lost, and names are a greater

power among the True Fae. Why do people never call the True Fae by their names? Why are they

always the Fair Folk, the Good Neighbours, the Gentry, the Keeper? Some of it is for fear, assuredly,

But not just fear of giving offense. There’s also fear that if the True Fae hear their names, from as far

away as Arcadia, then they will come and find out just who is talking about them.

The Gentry are the most famous practitioners of this magic, but they are not the only ones. With this

contract, a powerful changeling can enchant their name as well, letting them know when people are

talking about them.

When using this contract, the changeling has to specify a specific name that is used for them – not

necessarily their True Name, but one by which they are known. The contract lasts for one lunar

month.

Cost: 3 Glamour

Dice Pool: Politics + Wyrd

Action: Extended (10 successes; each roll represents ten minutes of incantation)

Catch: The character is using their True Name.

Dramatic Failure: Something goes disastrously wrong, and the changeling’s name echoes across the

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world. In Arcadia, their Keeper hears its echo, and knows precisely where the changeling is at the

time of the failed incantation. The Lost had best make themselves scarce, and quickly.

Failure: Nothing happens.

Success: The contract lasts for one month, and has a radius equal to (Wyrd) in miles, and covers both

the mortal world and the Hedge.

Whenever anyone in the area says the changeling’s name (the one chosen by the caster of this

contract), the changeling is made aware of it. It must be that specific name, though it can be just a

portion of it – if the full name is Thomas Wright, then ‘Wright’ would qualify. The effect is only

triggered if the people are talking about the changeling, further. Even if there are a thousand people

named ‘Thomas’ in the city, the contract only picks up when Thomas Wright the Changeling is being

spoken about.

The first time any character says the changeling’s name in a scene, the changeling is merely made

aware that ‘someone has said their name’. The second time any character says the changeling’s

name in a scene, the changeling knows their rough direction (to the nearest cardinal or semi-cardinal

direction) and rough distance (to the nearest quarter-mile), as well as whether the speaker is on

earth or in the Hedge. The third time any character says the changeling’s name in a scene, the

changeling know their precise direction and distance.

The drawback to binding one name to the wind is both potent and subtle. By becoming more like the

True Fae, able to hear their names on the wind, the character grows more susceptible

to thinking like the True Fae, and suffers a -1 to all Clarity Degeneration rolls for the duration of the

contract.

Exceptional Success: The third time any character says the changeling’s name in a scene, the

changeling is also given a rough idea of who is saying the name, “a middle-aged Caucasian

policeman” or “a toad-faced hob” or “a Swimmerskin that looks like an otter.”

Suggested Modifier

Modifier | Situation

-3 | The name is incredibly common: “John Smith” or “Michael Thompson”

0 | The name is normal but not incredibly common in the area: “Sean Gillespie” or “Miss Bell”

+2 | The name is very uncommon or noticeably foreign (in areas without large foreign communities):

“Horace Murthwaite” or “Sergei Valentinovich Zaitsev”

+4 | The name is some kind of faerie-tale name or title: “Mary O’Brine” or “The Jack of Crows”

Additional Contract Errata

Artifice 3: Blessing of Perfection

Cannot be used on Hedgespun items, Tokens, or other magical items.

Multiple uses of Blessing of Perfection do not stack. The highest Wyrd takes precedence.

Command Elements (All) and Commune Elements (All)

The following is the list of elements that can be taken for Elements.

• Air

• Darkness

• Earth

• Electricity

• Fire

• Ice

• Light

• Metal

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• Paper

• Plants

• Sound

• Smoke

• Stone

• Water

• Wood

Dream 1: Pathfinder

In addition to its normal effects, when used within close proximity of a dream-pledged sleeper, this

contract connects the changeling to the local Hedge just enough to allow a brief glimpse into

the oath-bound dreamer's mind. Each success rolled to invoke the contract allows the changeling to

learn one pertinent fact about the dream in progress. The information gained in this manner is

typically hazy and incomplete, since the perspective is always from the dreamer's own point of view.

However, an Exceptional Success will give a much clearer and more vivid picture of the dreamscape.

Dream 2:Forging the Dream

This Contract can be used to view and alter the target dreamers dream, but does not give direct

entrance into the dream, so cannot be used to create personal attacks (Changeling the Lost

Rulebook pg 198). Any other Onieromancy/Onieromachy action that only affects the targeted

Dream can be taken.

Dream 3: Phantasmal Bastion:

Defensive use grants additional Willpower usable for oneiromancy only, and is equal to the user's

Wyrd rating.

Dream 4: Cobblethought

In brief, this contract can be used to produce simple objects or phenomenon. A wall, a flash of light,

a rock, a wind, a sword, etc. Nothing alive (or seemingly alive) and no complex objects (moving parts

or the like).

It cannot be used to pull items such as "a volcano", or "the sun" from a dream. The subject must be

physically present.

If producing a physical object, Successes determine how much is produced, according to the table

for the Contract of Elements 3. If producing a phenomenon, it can apply a penalty or bonus equal to

(Successes). If targeting someone (usually with a damaging effect like a fireball or such), it subtracts

both Defence and Armour.

It lasts for (Successes) turns. On an ES, it lasts for (Successes) minutes instead.

Elements 1: Cloak of Elements

This does not protect from other clauses of this contract.

Elements 3: Control Elements

This clause is an instant action to use, if the Changeling moves out range control is lost.

Elements 5: Become the Primal Foundation:

If used to become an insubstantial element, such as air, the character can still be targeted by iron

weapons. Either taking damage equal to the user's base stamina by an appropriate opposing

element, or being rendered unconscious will end this clause.

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Entropy 5: The Centre cannot Hold

The Changeling does not need to know that the specific clause is in effect to attempt to negate it.

They must however know of that clauses existence in character.

Eternal Autumn 1: Last Breath Isaac

If this Clause is used to harvest Hedgefruit, this fruit has no mechanical properties.

Eternal Spring 2: New Lover's Kiss

The Action, Success, and Exceptional Success sections now read as follows:

Action: Instant

Success: The character causes a light rain, possibly out of a clear sky. The rain is too mild to inflict

penalties, but can be used to help put out fires, water plants, provide drinking water, ruin evidence,

or wash away trails (inflicting a -2 to Investigation or Survival (Tracking) rolls in the latter two cases).

The rain lasts for one scene.

Exceptional Success: The character can cause the rain to end earlier, if she likes.

Eternal Spring 4: Yesterday's Birth

This Clauses dice pool is Wyrd + Medicine + Mantle (Spring).

The Cost, Success and Exceptional Success effects now read as:

Cost: 3 Glamour or 3 Glamour + 1 Willpower dot

Success: The target object grows to full adult size, as it would under 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 non-invertebrate animals, but the changeling must pay one Willpower

dot. This cost cannot be averted by invoking the clause’s catch. This contract cannot be used on

humans.

Exceptional Success: The target object or animal is in the peak of health, and does not require

additional sustenance. Furthermore, plants will continue to grow even in sub-par soil.

Eternal Spring 5: Mother of All Deaths

The Success section now reads as follows:

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 creature or 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 Defence for a third.

Plants have a Strength equal to the Changeling's Wyrd, a Brawl equal to (Successes), and a +1–3

equipment bonus for the plant (vines are excellent, branches less so). They can only grapple and

hold, they cannot deal damage.

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.

Eternal Summer 3: Noon Day Grasp

Any non magically created ice is valid for the catch. You gain +1 Strength at 1 Success, 3 Successes

and 5 Successes.

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Eternal Winter 3: Riding the Devil's Jawbone

The Success and Exceptional Success effects now read as:

Success: The character blankets everything within (Wyrd x 2) yards under a cloak of intense cold.

Anyone other than the character within that field, which moves with him, suffers a –(Successes) die

penalty to all actions while in the freezing aura. Multiple changelings invoking this clause do not

increase the level of cold, and particularly warm clothing or fur can reduce the penalties (usually by

2).

Penalties immediately disappear when the aura fades or when a person steps outside the aura, but

return at full current strength if the person is again caught inside it. The aura moves with the

changeling, and lasts for the rest of the scene.

Exceptional Success: Extra successes are their own reward.

Fleeting Autumn 2: Tale of Baba Yaga

This clause has a duration of one scene.

Fleeting Autumn 4: Scent of the Harvest

The penalties to supernatural efforts to induce fear in a target are capped at the highest of the user's

natural, unmodified Presence, Expression or Autumn Mantle rating.

Fleeting Autumn 5: Mien of Baba Yaga

This contract may only be used successfully on a target once per scene.

Fleeting Spring 2: Growth of the Ivy

Change the wording of the Exceptional Success portion of this Contract to be: 'The change instead

lasts one week per success rolled.' A permanent change to a character's personality is far too

powerful for a level 2 Contract.

Use of this clause alone does not compel the target to follow the newly altered desire.

Fleeting Spring 3: Wyrd Faced Stranger

This is a contested action – i.e. Character's pool versus target's composure + Wyrd.

Fleeting Spring 5: Waking the Inner Faerie

This contract does not give any control over which of their greatest desires the target will act upon.

Fleeting Winter 2: Slipknot Dreams

If the target is reminded of the emotion deadened by this contract while the effect is maintained,

they are not affected emotionally by this memory until the end of the effect.

Fleeting Winter 5: Every Sorrow A Jewel

This effect lasts for total (gross) successes. It does explicitly state that the target retains their

Defence, and so will take simple actions to remove themselves from immediate environmental

danger/damage.

Forge 3: Discreet Conjuration

The effects of this contract last for a scene.

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Forge 5: Paths of Desire

Use of this clause opens a normal Hedgegate, which remains open for the standard amount of time

and cannot be closed earlier. Cannot be used on a portal created from Iron.

Four Directions 1: Mindfinder

If this clause is used to trace a target using supernatural means to hide or disguise themselves, a

contested roll of the user's Survival + Wyrd – target's Wits versus the target's number of successes

on their activation roll for their supernatural hiding means (for example Contracts of Mirror or

Smoke) is required. If the target is hidden in a Hollow with Wards, then the level of Hollow Wards is

added to the number of successes required for the user activating Mindfinder. Use of this clause

does not bypass Hollow Wards.

Four Directions 4: The Hundred Steps

If the character cannot pace out 100 steps in each of the cardinal directions, the Contract cannot be

activated. When activated, this Contract acts as a minus 5 modifier on activation rolls to enact all

Contracts. This negative modifier does not affect the character who activated The Hundred Steps.

The character may extend the effects by expenditure of 2 Glamour on only one additional occasion,

not indefinitely. Multiple uses of The Hundred Steps do not stack.

Goblin Contract: Blood Binding

The target can reactivate protective Contracts after Blood Binding has been used on them via either

successfully meeting the Catch, or by regaining sufficient Glamour to reactivate the Contract. (i.e. by

spending a number of rounds eating glamour-replenishing Goblin Fruit before activating the

Contract). This contract strips the caster and the target, if of a Fae nature, of any and all glamour on

their person that would not come from Hedge Fruit. This includes items/tokens such as Hollow Heart

that may contain glamour at that time.

Goblin Contract: Diviner's Madness

The first time this power is used in a month, the derangement gained will cause a Clarity 3 sin; every

use thereafter in that month decreases the level of sin by 1 to a minimum of 1. This power may not

be used while the user is under the effects of a previously-gained derangement from the use of this

power. [You do forget the prophecy once the madness wears off]

Goblin Contract: Good and Bad Luck

The negative effect applied to the character should be proportional to the benefit gained by the use

of this contract. The ST is explicitly permitted to story-tell the full outcome of an event, the

likelihood of which should be appropriate to the odds involved.

Goblin Contract: Healing Sacrifice

Can only be used on a willing target. An unconscious target cannot give consent.

Goblin Contract: Mantle Mask

For every success gained on activation, the user may manifest one dot of an illusionary Mantle

starting from zero. This number may never exceed 5 levels.

Goblin Contract: Sight of Truth and Lies

Clarification: If the user lies during the duration of this contract they are unable to tell the difference

between any truth or lies that they hear. In fact, providing there is not really good evidence to the

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contrary (Example in the book is being told its night whilst under the noonday sun) they believe

anything they hear to be truth for the rest of the scene. It does NOT mean that the person who is

using the contract does not know if they are lying or not about things.

Goblin Contract: Sleepwalker

The dream and the vessel it is placed in must be successfully crafted before this Contract can be

used. A character can only be under the effect of one application of this contract at any one time.

Multiple uses do not stack and the last effect is the one that is applicable. Any previous

uses/applications are lost.

Preparing a dream and vessel for use with the Contract is a full Resolve action, although it can then

be kept indefinitely. Note: As the Lost must weave the dream themselves, the Catch can never be

met. 2) Only one dream of a given type may be prepared at any one time. 3) Dreams of Might

increases a single Attribute for a scene by +2. 4) Dreams of Glory increases a single Skill for a scene

by +4. 5) Dreams of Flight - while using this dream, the Changeling can not engage in combat, save to

evade attacks. 6) Dreams of Vanity - the character gains SL4, but this does not stack with other

effects which grant Striking Looks, or naturally possessed Striking Looks, and gains a +2 bonus to

either Socialise or Persuasion (otherwise the power difference to Dreams of Glory is odd). The scent

is a fluff effect, and the character is not literally irresistible. 7) Dreams of Dominance - the character

selects an organisation when the dream is prepared. For the duration of the contract, they gain

Status 5 in that organisation and will be treated accordingly by any member of that organisation

unless they act in a manner obviously out of keeping with their role. After the Contract ends, those

affected will only dimly recall interacting with the character in their authoritative persona.

In addition, Sleepwalker is Genre approval with National input into the cost of learning the Contract.

Additionally the different dream types must be purchased separately. When you learn the Contract,

you pick one type of dream. Additional types must be purchased separately and cost and additional

5XP (a little like addition Protean forms and blending in Requiem).

Goblin Contract: The Fatal Clause

This clause is an Instant action only

Goblin Contract: Trading Luck for Fate

The range of options targeted by this Contract must be visible to the user of this Contract.

If a supernatural power is used to oppose this effect or was used to hide the information, successes

are rolled versus the target's number of successes on their activation roll for their supernatural

hiding means (for example Contracts of Mirror or Smoke) is required. If the target is hidden in a

Hollow with Wards, then the level of Hollow Wards is added to the number of successes required for

the user activating the Contract. Use of this clause does not bypass Hollow Wards.

.

Goblin Contract: Wyrd's Eye

This clause cannot be used to identify Contracts which the user has not previously seen or knows of.

Hearth: General

For the purposes of uses of this Contract, a story is considered to be one game session or one day.

Uses of Hearth cannot stack with themselves for increased benefit.

Hearth 5: Triumphant Fate

This clause grants the user an additional 5 successes in total on a single, uncontested, extended

challenge. The ban on Triumphal Fate and Fortunes Cornucopia considers the target to have drawn

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an ace rather than a dramatic failure. Uses of Triumphal Fate are High Notification which should be

submitted after the event.

Lucidity: General

All Clarity checks made under the effects of any of the Contracts of Lucidity are made under the

higher of the natural and Contract-granted Clarity levels. The Clarity loss will only remain if the sin is

lower than the natural Clarity of the target. In either case, should a derangement be gained, it

occupies the slot as normal and continues to exist.

Lucidity 2: Temporary Sanity

The Clarity break point for using this contract is compared before the benefits of the Contract are

applied.

Lucidity 3: Gift of Lucidity

Uses of this Clause affect only Perception and Kenning based Clarity abilities. It is not considered a

Clarity sin for the user of this Clause to gain a temporary derangement from it.

Lucidity 5: Thief of Reason

It is not considered a Clarity sin for the target of this Clause to gain a temporary derangement from

its use.

Mirror 5: Chrysalis

When utilising this power the character cannot initiate a combat challenge. They are subject to the

contract of Artifice, however they take no damage from the clauses, only the use of the object is

impaired. This object is considered animate and sentient.

Moon: General

To use on any other individual, any level of this Contract from Maddening Eye (level 2) through

to Lurking Insanity (level 5) is a Level 3 Clarity sin. It is not considered a Clarity sin for the target of

this Contract to gain a temporary derangement from them.

Oath and Punishment 4: Relentless Pursuit

If used to trace a target using Supernatural means to hide or disguise themselves, a contested roll of

the user's Stamina + Wyrd versus the target's number of successes on their activation roll for their

supernatural hiding means (for example Contracts of Mirror or Smoke) is required. If the target is

hidden in a Hollow with Wards, then the level of Hollow Wards is added to the number of successes

required for the user activating Relentless Pursuit. Use of this clause does not bypass Hollow Wards.

To activate Relentless Pursuit, the user must know personally, or have available a picture or

photograph to identify their target.

Omen 3: Reading the Portents

The Success and Exceptional Success effects now read as:

Success: The changeling describes a course of action and asks what it will result in for a given

character -- it can be the changeling, or anyone else within sensory range. The Wyrd gives the

changeling a brief vision that states whether the action will result in Woe, Weal, or is neutral/mixed

blessing for the target character, along with a cryptic explanatory clue.

So, if a course of action would cause a character to commit suicide by jumping off a cliff, the Wyrd

would return 'Woe' and flash a vision of drowning in dark waters. The Wyrd is also capable of

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judging things, so if a course of action causes the target to have a flat tire, buy a lottery ticket at a

gas station, and then wins the lottery, then it returns a result of 'Weal' and gasoline-scented money.

In game terms, a changeling who uses Reading the Portents may re-roll a single dice pool during the

remainder of the adventure, provided that the dice pool is in some tangential way related to either

the course of action or to the character who's portents are being read. A changeling may have only

one unused re-roll at a time -- they can use this contract five times to test out different courses of

action, but will 'bank' only a single re-roll.

Usually, this power sees a fairly limited time into the future -- most Woe or Weal come to pass

within a matter of days or weeks, though particularly potent or certain destinies can be seen from

years out.

Exceptional Success: The Wyrd offers a further clue, either an idea of how to bring about / avoid a

Woe/Weal outcome, or a further explanatory note for mixed/neutral outcomes.

Potential 4: Shift the Foundation

The dicepool for this power should read "Manipulation + Expression + Dawn Mantle vs. Composure +

Subterfuge"

Punishing Summer 1: Smouldergrasp

The pool for this clause is Strength + Wyrd. 'Naturally occurring' sunburn must be caused by the sun.

Punishing Summer 5: Scorched Earth

Genre Approval to learn, Genre notification per use. Target area must be defined when contract is

first activated, and no effect is caused until all the required successes are gained.

Separation 5: Phantom Glory

When active, objects cannot be thrown, dropped or fired by the character.

Cold iron is still effective against those in Phantom Glory form, and barriers constructed of cold iron

will bar passage to those in Phantom Glory form.

No mental, social or physical Contracts or abilities can be used by a character in Phantom Glory form

on any character in the normal world, and vice versa.

Sorrow-Frozen Heart 4: Remorseless Strike

Attacks benefiting from this clause are still subject to standard damage limits. Remorseless Strike

may not be combined with other damage-causing supernatural abilities, powers or Contracts which

provide equipment bonuses.

This clause does not remove emotions, and thus the user can still be targeted by emotional-affecting

powers.

Spellbound Autumn 2: Barrow-Whisper

This power allows you to see spirits, as well as speak and hear them. This is more in line with the

level of power suitable for this clause, especially in light of Shade and Spirit 1.

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New Goblin Fruit

Common

Clustersnap Berries

This fruit look like tiny grapes clustered and with their skins fused together. They have to be carefully

handled otherwise one berry will snap, thereby creating a chain reaction where the whole cluster

pops. The prime ingredient in Sparkling Clustersnap, Clustersnap Berries are unique to New England,

and make for a delightful beverage that is mildly intoxicating and that feels somewhat fizzy without

being carbonated. Drinking an entire bottle of Sparkling Clustersnap will get one totally plastered,

and causes a bitch of a hangover, but also restores all lost willpower.

Stooge

This fruit looks more like a warm brown apple pie, though attempting to move it will quickly collapse

the pie into a doughy mush. Eating stooge, which tastes like dough mixed with overcooked apples,

grants an enormous resistance to all manner of deception and any magic that directly influences the

mind or emotions. On all such rolls the 8-again rule applies. However on any other rolls that use a

mental attribute the influence of stooge removes 10-again and causes 1s to cancel out successes. If

the roll turns up more ones than successes, the result is a dramatic failure. Stooge lasts for one

scene before the effect wears off

Thorn Slugs: These are tiny slugs that live off various Hedge Fruits known to have healing properties,

sometimes considered a pest and sometimes delicacies. The slime of a thorn slug is thick and rich,

and easily hardens into large sharp crystals that can be harvested. When used in the production of

liquor, these can make a thick substance that has to be cut with a knife to separate. With some salt,

it can be thinned further until it is drinkable. Some Knights of the Tongue use them for gravies, as

well, though their secrets are heavily guarded. The slugs themselves are also considered a tasty

treat, and heal one bashing damage when eaten raw.

Uncommon

Fishtail Thistle: This only grows in the Still Lake, something to do with the strange viscosity of the

water in which they grow, sucking it up and storing it in the seeds and within them. The reeds, once

eaten, fill the user's lungs with a form of liquid that pushes out the rest of their air and blocks any

water from entering the lungs. The strange oil, once dispersed through the lungs through ingestion

of this Hedge Fruit, prevents any water from getting into the lungs, and will allow one to breathe

underwater for up to thirty minutes per piece of fishtail thistle she eats. While the user's lungs are

filled with this substance, she has a hard time existing outside of water; being exposed to true air

makes the eater Fatigued (see "Fatigue," World of Darkness Core, pg. 179).

Lover’s remorse

A beautiful flower looks like nothing more than a red rose crafted out of icing sugar and is found only

in the most scenic parts of the hedge, legend has it that lover’s remorse grows in the spot where

lovers have lain together. Do not be fooled by the lack of thorns, a single bite of lover’s remorse

shatters the petals into sharp shards that cut the mouth and the throat all the way down. The name

comes from the plant’s medicinal properties, lover’s remorse is one of the most powerful abortives

known to man or fae; a single bite can terminate a pregnancy at any point up to the final moment

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before birth with no harm to the mother. It is prized by faerie courtiers who make potions (just boil

lover’s remorse in water, the result is easily disguised as ordinary sugar water) to ensure their rivals

never have an heir, less commonly it is used by doctors to treat malign pregnancies that are immune

to more common methods. Even the most powerful “chest-buster blight" can usually be harmlessly

destroyed with a single bite of lover’s remorse.

Kithfruit

What came first the chicken or the egg? The Kith or the Kith fruit? Lost who stumble upon such

goblin fruit don't ask too many questions, like did this fruit develop specific kiths? or maybe a Lost

of that Kith died here to fertilize a Kithfruit bearing tree?

• Any Goblin Fruit that mimics a Kith benefit, only benefit from it, once per day.

• For the next day, a Lost gains that Seeming's Curse. Multiple uses still gain the Curse cumulatively.

• Those of the same Seeming, double their respective Curse for the following scene.

• Those of the same kith or dual kith do not gain any additional mechanical benefits, but still endure

Curse's double effect.

• Kith benefits last for equal or lesser duration than listed in the Changeling: The Lost Core and

Supplementary books. ST discretion.

• Any Kith Blessings based on Wyrd are defaulted to a Wyrd rating of 1 as the power comes from

the fruit itself and not the Lost themselves.

STs should show discretion on location and applicable growing seasons to Kith fruit.

Location: Stonebones and Earthbones would grow in mountainous regions, while Swimmerskin and

Waterborn would grow near the water. Runnerswift in the plains and Lurkgliders on the tops of

mountains or trees. Roteaters and Corpsegrinders in carrion fields.

Season: Snowskin and Illes would only ripen in Winter, while a True Friend and Flowering kithfruit in

Spring. Draconic and Hunterheart in Summer, and Autumn for Gravewight kithfruit

Mandranthine

This is a large red eggplant like Goblin Fruit identical to the equally rare Amaranthine except for

purplish striations through the meat of the fruit. When eaten, Mandranthine is a powerful prophetic

agent, sending the Changeling into a deep sleep in which he has prophetic dream after prophetic

dream. It is also a powerful poison, eating away at the dreamers future with every vision granted. In

addition to its insights, each prophetic dream inflicts one level of aggravated damage. If the dreamer

is awakened before death, the dreams and the damage both stop, but the subject must roll one die

for each level of aggravated damage he has taken. A success on this roll indicates that he will die

within one month.

Midnight's Repose

This Fruit is a delicate black flower that blooms in the Hedge every new moon. The actual flower is

useless, as it is the leaves of the Midnight's Repose that are eaten which give the subject the rote

quality on all Manipulation and Subterfuge rolls for the rest of the hour. Repose is something of a

rare find around the deep areas within the Hedge, with only a harvest of five or six flowers every

lunar month. The leaves can be dried and turned into a powder, soluble in water, which has the

same effect.

Whisper Willow: A grass-like plant that produces tufted white stalks. The stalks, when slit open so

that the runny sap within can be licked up, taste bitter like alum and give the changeling an

unpleasant cottonmouth-like feeling. Once consumed, the next person the changeling kisses (or

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touches lips to) will hear the changeling's whispered thoughts inside their head, but the changeling is

rendered entirely mute. The effects last for one scene.

Rare

Ghost Pumpkin: - These pumpkins come within different shapes, colours, and sizes. While they may

appear as a 'normal' pumpkin, there is something off about them. You can eat it, in which case you

will become invisible, intangible, and unhearable for the remainder of the scene. After the scene

concludes you will immediately fall asleep for 12 hours and have dreams regarding their own death.

You can carve it, in which it serve as a ward against invisibility to all those inside the dwelling in

which it stands guard. This will grant you +4 to your perception rolls to spot any invisible creatures

that try to enter your dwelling.

Ghost Pumpkin Seeds: You can put seven seeds in someone's clothing (pocket or show works best)

and give them a -1 to all rolls to resist intimidation/fear while the seeds are with them. Each

pumpkin produces 21 seeds that are usable.

Fire Berry: These fruits which grow close to Blood Thicket Forest are a red, glowing berry, with a

luminescence similar to glow sticks. They are not often eaten, save for by hobs that have a resistance

to heat. They will often attract such creatures that will guard them. Picking a fire berry causes 1

bashing damage per round, as long as you hold it or until the flames are put out. If you eat it, causes

1 lethal damage. Fire berries can be used to start small fires, for camp fires or other things.

Infernal Boletus: This fungus is a melon sized, black, chitinous horror, reminiscent of a bombshell

without the fuse. Infernal Boletus only grows in areas that have seen incredible strife and the death

of Lost or mortal. It grows from spilled blood. The fungus is useless by itself and toxic if the spores

are inhaled or ingested. It's true application is in conjunction with another hedgefruit, the fire berry.

When a fire berry is used with the fungus, it will ignite and explode, propitiating the fire and sending

it out in a great gout, with the same strength as a stick of dynamite.)

Purity Vine: - These small white blossoms grow on vines that latch onto trees within the hedge,

much like kudzu in the mortal world. When steeped and made into a tea, the one drinking them is

cured from emotional/mental influence caused by supernatural means. For twenty-four hours

following consumption of purity vine, you receive a -2 penalty to ALL social rolls, as you're cut off

from human empathy.

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Oddments

Uncommon

Hell's Bells

These appear like tiny silvery bells, dangling from certain flowering hedge vines. If very carefully cut

away from the vine itself, and then stored properly for five minutes or so, the Bell itself hardens and

the sap from the "wound" solidifies into the Bell's plunger. While lacking in any overt magic, the

tinkling of these little bells is commonly associated with Gentry that are hunting in the Hedge around

New England. A Changeling who strings three or four such bells to his clothes, mimicking these

hunters of the Gentry, might thus scare off various threats within the Hedge. Of course, the

downside is hopefully obvious.

Pocketful

These are shiny polished stones, always found under some amount of fast moving water within the

hedge. Both beautiful and useful, Pocketful are called such because you're supposed to keep them in

your Pocket, and are particularly sought after by particular members of all four Seasonal Courts. If

kept in ones pocket when a Changeling uses Cupid's Eye, Baleful Sense, Witches' Intuition or The

Dragon Knows a Changeling ignores any Resistance trait that would normally be applied to the

Clause (or adds +3 dice, for Baleful Sense) and gains the benefit of the 8-again rule on the Contract

Activation roll. After being used once, one stone melts away into wet mud. If you have any

pocketful, you'll automatically use it when you activate one of the above contracts.

New Tokens

Trifle: Goblin Coin

This special coin can only be given freely by a goblin as a thank-you gesture, either for helping him or

saving his life. They cannot be asked for or forced from a goblin, and any coins received in this

fashion will not work. Each coin looks like it is made out of well-polished gold with the face of the

goblin who gave it grinning on both sides. To activate it, a changeling must rub it while invoking a

single use of a Goblin Contract, which then removes the drawback from the Contract. Once used, the

coin becomes tarnished and bears the face of the same Goblin smiling greedily at the holder with a

"thumbs up" on one side, and the face of the changeling on the other side.

The House Key (●)

This set of five keys, all made from an odd white metal, sits on a key-ring with a worn ID tag on it.

When the Changeling inserts a key into any lock, she opens a door to a location that he has decided

upon when acquiring the token; most choose their home, while others may choose the entrance to

the local freehold. The door locks behind the user as it closes, allowing her some time to escape.

However, the key breaks off in the lock, unable to be used again.

Action: Instant

Mien: The keys reveal themselves to be made of human bone, with filed teeth making the notches.

Drawback: Doors don't like being forced open. After using this token, the user finds herself trapped

within the room that she arrived in for an hour; any door that she opens returns her to the original

room.

Catch: The character allows the key to bite her, taking a lethal damage.

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Belles Mirror (●●)

Changelings recognize Belle's mirror as a thing of beauty, a flawless looking glass surrounded by

woven Heartbriar (a viny growth that develops heart-shaped flowers used in changeling love

potions). The mirror is generally 13 x 13 inches, in the shape of a heart.

The user must be able to stare into the glass fully for a turn while clearly recalling the face of

someone they genuinely love. The mirror will then reveal the target and their current state, as well

as anything within 20 feet of the target, so long as they are on the material plane. The perspective

can be shifted like the user was panning with a video camera, but only within line of sight. The scene

fades after thirteen minutes, and the mirror will only work once per day. Typically, those being spied

on are none the wiser, but the user's fetch will know that they are being watched.

Action: Instant.

Mein: All blemishes on the mirror fade when it is activated, and the frame tends to gleam mellow-

like. It takes on weight, as though it has an ornate frame. Those near an active mirror might catch a

scent or a sound from the scene inside. Mortals may feel unaccountable sadness or happiness while

looking into it or handling it directly.

Drawback: The emotional effects of the mirror are overwhelming. For the next day, the user suffers

from severe anxiety (see page 98 of the World of Darkness core rulebook).

Catch: Watching a loved one from afar in the mirror is always distressing, no matter what is being

viewed. For the next day, the user suffers from a -1 penalty on rolls to resist the anxiety.

iMindReader (●●)

At first glance, this 5th generation iPod looks perfectly normal, barring the deep scratches that mar

the player itself. It plays normally as well; however, once the Token is activated, the display of the

iPod shows the thoughts of those nearby them rather than the song currently playing for the next

scene.

Action: Instant

Mien: Behind the Mask, both the display and the scratches glow a pale green, glowing brighter when

the token is activated.

Drawback: After the token's power ends, the iPod shuts off completely and needs to be recharged

before being usable again. Also, those around the wearer have a nagging feeling that something odd

has occurred, and see the wearer as the source of this oddness.

Catch: The wearer allows a song to wiggle into their brain, replaying over and over. It causes a -2 to

rolls for the next day due to distraction.

Calastra (●●●)

This bow, seemingly carved out of blue jade, looks like it should be hanging in a museum

somewhere. The jade is carved with images of animals not seen in the Real, with lightning bolts

weaving through them. The string is made of copper, sending off sparks when grasped by the bearer.

When the user draws back on the string, the arrow notched is electrified; the arrow deals 3 Bashing

on top of the damage from the arrow.

Action: Instant

Mien: Lightning crackles around the bow as the creatures in the jade writhe and roar.

Drawback: As the bow is used, electricity in the air gathers around and in the character. The scene

after the bow is used, the energy is forcefully expelled, dealing a resistant lethal and causing the

body to shudder, dealing a -2 penalty to all physical rolls.

Catch: The arrows used are carved from a tree that was struck by lightning.

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Moody's All-Seeing Eye (●●●)

To the average person, this token takes the shape of one of those cheap little mood rings that you

can get in a vending machine for a quarter. It changes colour like they usually do in most situations;

however, when activated they glow in very different colours. When in the presence of a

supernatural creature, the colour of the stone changes to reflect the creature. Near magi, the stone

turns blue; vampires, red; changelings, green; werewolves, deep brown; ghosts and spirits, black.

This ability lasts a scene.

Action: Instant

Mien: Behind the Mask, the cheap gray band turns to polished silver, and the little plastic stone

turns into a proper cat's eye.

Drawback: Until the next sunrise or sunset, the wearer is affected by the Mask; she can see her own

mien, but the rest of Fairy is hidden to her. This, in certain situations, can be a VERY bad thing.

Catch: The ring deals a level of bashing damage as is constricts the finger which it's on.

The Broken Pocketwatch (●●●●)

This token takes the shape of an antique gold pocket-watch with a white face and black numbers.

The glass face is cracked and the arms of the clock no longer move, locked into place at 11:53. There

is no manufacture mentioned on the watch, although the words To McNulty, from your pal Potts are

engraved on the back. Once activated, however, the watch is shown to have an amazing power: for a

number of turns equal to successes rolled on an Intelligence + Resolve roll, time stops completely.

During this time, a character is free to move as far as he can, steal money from someone, drag a

heavy trashcan in front of a speeding (but currently frozen) getaway car. He can make rolls as per

normal. The only exception to this rule is incurring violence against someone. The character gets one

free shot subject to the Killing Blow rules (found on p. 168 of the World of Darkness Rulebook).

However, the act of sudden violence for some reason jars time back into place, where it continues as

if it had never stopped. Note, too, that such a Killing Blow is subject to a degeneration roll (either

Morality 4, “an impassioned crime” or Morality 2, “casual/callous crime,” depending on the

character’s motives).

Action: Instant

Mien: Although the watch is still broken behind the Mask, ticking can be heard coming from it once

it has been activated. Also, the gold seems brighter.

Drawback: The user finds that, after things start up again, he is no longer truly in sync with the time-

stream. For the rest of the scene, he flickers in and out as he tries to catch back up. During combat,

the player rolls his Willpower at the beginning of each turn; if he fails the roll, he is physically not

there for that turn.

Catch: The watch must be wound five times, and the bearer must say one of any particular words or

phrases dealing with time travel. Most commonly used are "Great Scott!", "Yatta!" and "ZA

WARUDO."

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Kith Errata

Artist

The 8 again bonus is able to be applied to general hedgespun (weapons, shields, etc) but not

mechanical (automatons, etc).

Ask-Wee-Da-eed

The +1 to contracts of Hearth for the Ask-Wee-Da-eed should be taken as a +1 to the effect. So For

Hearth 2, you get a +5 to the bonus rather than a +4. For hearth one it becomes a -3 instead of a -2.

This is a fitting bonus that works well with kith bonuses in general.

Coyote

The Coyote Kith's Blessing has been changed to the following: The Trickster's Truth: The changeling

gains the benefit of the 9-again rule on Persuasion and Subterfuge rolls, and can spend a point of

Glamour to re-roll a single failed Persuasion roll.

Gameplayer

Grandmaster's Stratagem: Gain a +3 bonus to all games that involve both Mental skill and luck.

Mental-acuity based games are not automatically won.

Inventor

The 8-again bonus and Wyrd roll bonus only applies to mundane equipment rolls & mechanical

hedgespun (such as automatons) but not general hedgespun (weapons, shields, etc).

Manikin

Artificer's Enchantment: Manikin's gain the benefit of the 9 again rule on Crafts dice pools. They

may also use the humblest tools well, and never suffer from penalties for poor equipment as long as

they are able to jury-rig something as a tool. Manikins do not gain any benefits for Untrained Crafts

rolls or when learning Contracts of Artifice.

Mirrorskin

The Mercurial Visage: Mimic features to gain +3 to Wits + Subterfuge disguise attempts, but user

must have an actual disguise to benefit from. For more instant transmutations, a character must use

Contract of Mirrors.

Razorhand

This Kith is now more in-line with the spirit of the actual kith (that is, a Darkling with big knife-like

fingers). Since their special attack uses Brawl, they do not get a Weaponry Specialty in Knives, but a

Brawl Specialty in Claws.

Shadowsoul

Unnatural Chill: The Fairest gains the benefit of the 9 again rule on Intimidation and Subterfuge rolls

and can spend a point of Glamour to re-roll a failed Intimidation roll. Shadowsouls do not add their

Wyrd to Intimidation rolls and may not purchase Contracts of Darkness as Affinity Contracts.

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Soldier

As a clarification, one with the Soldier kith may purchase merits that require a specialization AS IF

they had a specialization in edged weapons. These merits (Fighting Finesse, Quick-Draw, etc.) have

to be with a more specific edged weapon, however. IE: Swords, Axes, Knives, and so on.

Swimmerskin

Swimmerskins with the Strong Lungs merit multiply their Swimmerskin Kith bonus (hold their breath

for up to 30 minutes) by 3, allowing them to hold their breath underwater for up to 1.5 hours. It

extends the time that a Swimmerskin may hold her breath out of water as normal for the Merit.

Pledges Errata

All Changelings possess the ability to forge various supernatural agreements, even if they do not

understand the actual forces at work behind them. The power to bind oneself to another with these

strands of Fate is a function of one's Wyrd.

Blessings

Any merit that is wholly mundane can be granted, except Social Merits such as Allies, Contacts,

Resources, and Status. Resources can be granted by a Pledge, but it is a strict trade i.e. one character

loses certain dots in Resources and gives it to the other character.

New Boon: Pishogue

Some changelings prefer to provide assistance with their own power. Such pledgesmiths use the

pishogue boon, allowing them to weave the powers of their Contracts into the pledge. Such powers

lie dormant within those in the pledge, like the Sword in the Stone, waiting to be drawn forth in a

time of need. The Contract is activated as the pledge is sealed, requiring a minimum expenditure of

one point of Glamour. As long as the pledge remains unbroken, the boon may be invoked only once,

and at that time, the Contract's benefit envelops the subject. Only Contracts which affect a target

may be woven into this boon and that target is always the oathsworn.

• Lesser: A lesser pishogue is a one- to two-dot Contract. These are minor charms and

enhancements, granting the changeling a helping hand. (–1).

• Medial: A medial pishogue involves the activation of a three- or four-dot Contract. Alternately,

weaving two activations of a lesser pishogue into one sanction is considered a medial pishogue; the

two activations must be paid for separately, at a minimum of one point of Glamour apiece. (–2).

• Greater: A greater pishogue bestows wondrous powers upon the oathtaker, typically that of a five-

dot Contract. Alternately, weaving multiple activations of lesser pishogues into one whole may result

in a greater pishogue: three lesser pishogues, a lesser and a medial pishogue or two medial

pishogues are the equivalent of a greater pishogue. (–3).

Note: Changelings fond of granting the Boon of a Pishogue often include an equally powerful

Pishogue as a Sanction to punish any oathbreakers.

New Sanction: Madness

They say that those the gods wish to ruin, they first drive mad, and the Sanction of Madness is

exactly that. It is the twists of fate delivering unto he oath breaker a malady of delirium. For a lesser

Madness Sanction ( –1) the changeling will gain the infliction of a mild Derangement upon breaking

the pledge; for a medial Madness Sanction ( –2) , the changeling gains a severe Derangement; for a

greater Madness Sanction ( –3) , the changeling is inflicted with an extreme severe Derangement.

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The changeling is permanently afflicted with these Derangements. The Storyteller may rule that in

the fulfilment of a reinstatement of the pledge. It is entirely up to the prerogative of the Storyteller

however.

Variant Mechanics

The Variant Mechanics of Unwitting Pledges found on pg 73. of Dancers in the Dusk is now

considered canon.

New Pledges

Blood-Cousin Compact

– I call upon that which makes us kin, to bind us like cousins for a year and a day. Through this union,

our lives become enriched. Should I be untrue, than black will be my days till the year turns nigh.

– From this day and a year we are blood kin. May I be cursed if I forsake you.

Type: Corporal, Seeming

Tasks: Alliance, Medial ( - 2, support and friendship)

Boons: Blessing, Medial (+2, usually gives a blessing relevant the Seeming’s nature)

Sanction: Curse, Greater ( - 3)

Duration: A Year and a Day (+3)

Invocation: 1 Willpower

This pledge is sworn upon between two changelings of the same Seeming and becomes a

declaration of familiarity and kinship between the two. This relationship is not like the close affinity

of the Motley, which is akin to immediate family, but more like a close cousin, for which the pledge

is named. The merits gained from the blessing are ones that are associated to the changelings’

Seeming. So Fairest sworn may gain the Inspiring Merit, or similar.

This pledge has been known to be used on changelings who are not of the same Seeming, but in

such a case it becomes an act giving that changeling honorary recognition amongst that Seeming (

such as an ogre given a measure of esteem amongst the Fairest) . In this case, the blessing gained

reflects the nature of the opposite Seemings. A Fairest may manifest the Giant Merit, while

the Ogre gains the Striking Looks Merit.

Pledge of Doubtful Haven

– By the spirits and denizens that keep this house safe, I welcome you into it for the stay of the

season. May you ever turn your hand o r skills against my house, or be sundered from your

glamorous protections.

– I will let you stay here if you promise to be a good guest.

Type: Name of a Higher Power

Tasks: Alliance, medial ( - 2, must always offer hospitality) ; Forbiddance, Medial ( - 2, may not act

against the house)

Boons: Adroitness (+2, both) , Blessing, lesser (+1, the host gets a blessing to his house, the guest a

blessing to his work)

Sanction: Vulnerability, Violence ( - 3, host) ; Vulnerability, Glamour ( - 3, guest)

Duration: Season (+2)

Invocation: 1 Willpower

This pledge is given between one who would offer sanctuary to one of dubious character or quality.

It enforces a pact of guest and host between the two, beyond the strictures of hospitality. Typically,

such an offering lasts only for a season, but in this duration the host must provide for the guest

reasonable hospitality when required.

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In return, the guest cannot act against the house in that period, either by deed or misdeed.

The nature of the boons that the guest and host receive are often slightly different, as the host’s

blessing will often augment their capacity to host and serve (giving them such things as Resources,

or Staff) , while the guest gains a blessing in relation to their primary forms of activities (often

larcenous) . This too holds for the skills augmented by the Adroitness Boon, with the host gaining a

bonus in Empathy, Socialize or Politics, and the guest gaining a bonus in Larceny, Investigation or

Streetwise.

The Scullery Pledge

– For the next week, you will serve my whim and bidding, but I will not gainsay you. For your services

I award you a measure of my dreaming.

– I take your service for the next week in exchange for payment agreed.

Type: Vow

Tasks: Forbiddance, lesser ( - 1, the master must be polite and courteous to the servant) ;

Endeavour, medial ( - 2, servant must work for the master for the week) ,

Boons: Glamour (+2, the servant gains a single payment of glamour for their work)

Sanction: Curse, lesser ( - 1, for the servant if they are unable to perform the work)

Duration: Week (+1)

Invocation: 1 Willpower

This is a simple pledge of indentured service. One changeling pledges to serve another for the space

of a week, and in return they are rewarded with a measure of the master’s glamour (paid in daily

instalments over the week, one per day until maximum is reached) . Should the servant slack off in

her duties than they will fall prey to a curse.

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Talecrafting

Talecrafting is one of the most powerful, and dangerous, forms of Faerie magic. However, as

presented in Swords at Dawn, it is overpowered. Below are House-Rules to streamline Talecrafting

while at the same time keeping the general theme and nature of Talecrafting.

● Talecraaing while powerful cannot truly rewrite reality. It can influence Fate, manipulate events

and place archetypes on people and places that they feel compelled to act under. Powers beyond

that such as altering a person's past or memory, creating something out of nothing, directly harming

or killing someone (though it can invoke circumstances that will cause harm) and directly

transforming an object or person into another form are beyond the powers of Talecrafting.

● Talecrafting remains limited to being used only once per chapter (game session/week) of the

story.

● Talecraaing is a powerful and compelling form of magic, however it can be resisted if the target is

aware that they are being targeted by a Talecrafter. The resistance roll is Wyrd vs. Wyrd.

It is for the above reason that Changelings rarely target each other with the power of Talecrafting.

● A Talecraaer is part of the Story they evoke, and therefore must be present in the area/with the

target to create a Hook. They cannot target a character from a Distance or invoke the power of

Talecrafting in an area they are not present in. Changelings and others who can sense fae magic,

automatically detect any use of Talecrafting as a powerful sense of magic that seems to pull at the

reality around them.

● Talecraaing is generally instant form of acHon, a sudden influx of luck or an unexpected event

coming to pass, it cannot create long lasting permanent effects. The power of Talecrafting lasts as

long as the Story, a woman cursed with the Wicked Stepmother finds her cruel leanings disappear

over time, a lucky object's power becomes obsolete once the reason behind needing it is gone, a

person or object made more beautiful through the power of Talecrafting finds such lustre begins to

fade as life and age takes its toll once more on the target.

Any action of Talecrafting that's influence continues beyond the initial scene, cannot last longer than

the story or a single month, whichever comes first.

● By adding a sancHon to the Hook, a Talecraaer has any easier Hme twisHng Fate. This SancHon is

known as the Doom, an event, person, place or thing which when it occurs or comes in contact with

the Target of the Hook has the power to break the power invoked by the Talecrafter.

The choice of doom is not entirely arbitrary. It must be related to the Hook in such a way to give it a

satisfying conclusion. A Hook which creates wealth could have a doom which is fulfilled when the

target uses his wealth for a certain task, or learns a moral lesson about wealth (which may or may

not require him to lose his new fortune). As an absolute rule the Doom can never involve direct

harm to anyone other than the Talecrafter themselves.

A Doom may only be added to a Hook that's effect goes beyond a single scene, such as placing an

Archetype on someone, cursing a target with bad luck, creating a lucky object etc. The Doom breaks

the power of the Hook, causing the Archetype to fade from the target, breaking the curse, the lucky

object losing its power etc. Adding a Doom grants a +3 to the Hook.

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● The Power of Talecraaing is not absolute, it can be broken even without a Doom. This can be

accomplished through another act of Talecrafting. Doing so, the Changeling rolls there Wyrd as per

normal to Invoke the Hook, however this roll is resisted by the original Talecrafters Wyrd. If the

Changeling wins, the power of the Hook fades and the original Talecrafter suffers a Cruel Twist of

Fate.

● Talecraaing and Wyrd-Binding may appear to be very similar, however while they can imitate

some of the same effects, they both have their own limitations.

Wyrd-Binding is able to create a variety of both long term and short term effects of varying degrees

of power, however it is both pricey due to the need of a Sacrifice and limited by the purviews

covered by the Changelings Goblin Vows.

Talecrafting on the other hand is equally powerful but far more versatile in nature, as the limit is

dependent on the story rather than the Changeling themselves as well as its lack of ritual or

Sacrifice. However, Talecrafting is limited to more short term effects and due to its dangerous and

addictive nature, its power is always a gamble.

● Certain Hooks described in Swords at Dawn are now altered by the above rules as described

below.

Conjuring the Archetype: This does not literally create a person when Forcing the Pattern, rather it

draws the nearest person who fits the Archetype to the area, with a compulsion to act under said

Archetype.

Incest Twist: Forcing the Pattern simply causes feelings of lust or desire between two targets that

are unknowingly related, it cannot suddenly turn a lover into a relative. It may draw a distant relative

to the target, but it cannot literally create or alter someone to become a relative.

The Presence of Poison: Forcing the Pattern does not directly harm the Target, as they could refuse

to poisoned offering.

Transformative Fate: Forcing the Pattern does not cause an instant change in the target, rather it

turn's Fate's eye towards the Target so that events will lead to the change.

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Wyrd-Binding: Goblin Pledges Pledges are one of the most powerful forms of fae magic that a Changeling can wield. They can

accomplish a great number of thing with the power of a pledge. Wyrd-Binding is the crafting of

Goblin Pledges which are a more esoteric form of pledge, between a Changeling and some aspect of

reality. Through what is known as a Goblin Vow, a Changeling gains a connection with a narrow

aspect of reality and can craft powerful one -sided pledges with this esoteric source.

This form of magic is not practised by all Changelings, as many see that while it is powerful it is also

limited by a narrow scope and a high price. However every freehold has at least one "Wyrd-

Sorcerer" in their midst, as its potential effects are to beneficial to ignore such as long term effects,

grand blessings and powerful curses etc. Many things that cannot be done through a normal pledge

or contracts can be accomplished with Wyrd Binding. However, all Wyrd-Binding has a price, greater

than that of traditional faerie magic. For example a Changeling must sacrifice an object or memory,

perform some task, take an oath of forbiddance from some action, take a drawback of some form

etc. No matter what Goblin Pledge is made, there is always a Sacrifice.

Powerful Goblin Pledges often takes a ritualistic and more occult form and therefore is of great

interest to the Autumn Court. In fact, the Autumn Court contains the highest number of "Wyrd-

Sorcerers" and the vast majority of the court have some knowledge of the art. The Entitlement "The

Wyrd Sisters" (see below) go one step further and dedicate themselves entirely to the study of

Wyrd-Binding.

How it Works

The basis of the vow is the same basis as all Changeling vows - something is promised, and

something is received in return. The changeling requires some right to make pledges with an aspect

of reality, represented by the Goblin Vow Merit. The aspects tend to be very specific in nature. The

changeling may have the right to bargain with 'ivy', 'wolves' or 'unrequited love', but cannot claim

the right to bargain with 'plants', 'canines' or 'emotions'. The aspect must be present in some fashion

for the changeling to make a bargain with it, be it in literally or figuratively. If a changeling wants to

make a pledge with sunlight and is trapped in a dark cement room, the changeling is out of luck.

The changelings crafts the Goblin Pledge just as she would a one-sided pledge, choosing the task,

boon and duration, which must equal out to a zero sum. (Note the missing sanction, which requires

that the tasks are strong enough to equal out to both boon and duration) Elements of the pledge are

all based on one of the particular purviews the character possesses, with the task serving that

purview in some manner and the boon being some aspect of that purview the character can benefit

from.

Merit: Goblin Vow (• +)

Your character has an innate connection to some very specific purview of Wyrd reality that

emulates, to a lesser degree, the Others’ connections thereto. This allows her to craft powerful

pledges with that purview known as Goblin Pledges, without the need for another individual to serve

as a witness or agent of the Wyrd through the art of Wyrd-Binding.

Effect: For each dot your characters has in this Merit, she has a connection with one purview of the

Wyrd. These purviews are very specific. “Animals” is too general a purview, as is “canines,” but

“dogs,” “wolves,” “coyotes” or “jackals” are all appropriate purviews. Similarly, “night-time” is too

broad a purview, but “dusk,” “dawn,” “midnight” or “moonless nights” are all acceptable.

A Character can have as many dots in this merit as twice their Wyrd Rating.

Note: Autumn Courtiers can also add their mantle to their Wyrd Rating when determining how many

dots they may possess in this merit.

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Purview Favours: Similar to a traditional favour boon, the changeling in a Goblin Pledge asks a

favour from the other entity in the pledge. However, unlike a traditional boon, the other party is not

a mortal or changeling but a purview of the Wyrd itself. This allows a great deal of flexibility in the

nature of the favour, but it must be in keeping with the purview itself. Purviews of fire, such as

candles, fireplaces or bonfires, for example, might grant warmth, summon a small flame, illuminate

an area or give protection from burning. Darkness purviews, such as various aspects of night, might

hide one from attackers, grant restful sleep or even lull a bored enemy into dozing off. Midnight,

however, could not grant one sharp claws or protection from hunters who are using scent, rather

than sight.

Disadvantage: Unlike normal pledges, Goblin Pledges contain their own innate sanctions, which are

separate from the balancing equation of task, boon and duration. Goblin Pledge sanctions are

activated by the Wyrd, should the pledger fail to follow through on her tasks after making the

pledge, and are equal in severity to the task total + 1.

Boons: Goblin Pledges can accomplish great and powerful effects that go far beyond the scope of

normal pledges or contracts or even talecrafting. To reflect this, Goblin Pledges have an expanded

range for Boons that goes beyond the Greater level.

Goblin pledges can accomplish such effects as controlling, altering, commanding and at its highest

levels creating phenomena of the pledge's purview, scrying distant locations, injuring or even killing

a target, blessings and protection and long lasting effects.

Below are the levels of the Boon:

— Lesser (+1): Gain mystical knowledge about and understanding of phenomena within the

abstract's purview. Elementary manipulation of phenomena within the abstract's purview, enough

to activate them and/or impart directions. Provide the changeling with information about his

surroundings. Provide a bonus to one action. Apply a minor effect to one target.

— Medial (+2): Exert elementary command and control over phenomena within the purview of the

abstract. Conceal, camouflage or hide phenomena within the abstracts purview from scrutiny. Ask

the abstract to protect the changeling. Perform advanced-level applications of the 1st-dot practices

(Provide the changeling with more detailed information or produce more substantial physical

effects. Allow the user to gain information about objects, people, or locations well out of the range

of her senses).

— Greater (+3): Alter the capabilities or functions of phenomena within the abstract’s purview.

Injure or degrade a target within the confines of the abstract. Fortify, bolster or improve phenomena

within the abstract’s purview. Ask the abstract to protect another. Perform advanced-level

applications of the 1st and 2nd-dot practices.

— Epic (+ 4): Transform phenomena within the abstract’s purview into related phenomena or

shapes, or replace their capabilities or functions with different ones. Significantly injure a target,

degrade its capabilities or negatively transform it within the confines of the abstract. Perform more

advanced-level applications of the 1st, 2nd and 3rd-dot practices (Affect more people).

— Legendary (+ 5): Create phenomena within the abstract’s purview from nothing. Destroy or

mutilate a target within the abstract's purview. Advanced-level applications of the 1st, 2nd, 3rd and

4th-dot practices.

Tasks: To accomplish such high level effects, a changeling must pay a price to the Wyrd and the

aspect to gain it's boon. This can take many forms, such as traditional endeavours and forbiddances

found in standard pledges, to a mixture in cases such as long-term effects. However, a character

may offer up a more literal sacrifice, known as the Sacrifice Task, where an item is symbolically

offered to the aspect as payment.

This Task is detailed below:

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Task: Sacrifice

Sacrifice is the offering up of something of value to the aspect of reality as payment for the boon. In

many cases the object is destroyed ritually in some form reminiscent of the aspect, such as tossing it

into a stream in payment to streams, burning it in payment to bonfires or burying it in a garden in

payment to roses. More esoteric sacrifices such as memories, skills, attributes and merits simply

vanish from the Changeling the moment they invoke the Goblin Pledge. Furthermore, a character

can choose a sacrifice in the form of a Drawback, similar in essence to Goblin Contracts. No matter

what form it takes, some Sacrifice must be offered to the Wyrd.

— All: A harmful Goblin Pledge also affecting the Changeling (in unlocking a door, they ensure that

their own doors will become unlocked at an inopportune time, in inflicting a penalty to speech, they

lose the ability to speak themselves when it is inconvenient); The effect may be identical or merely

similar (for instance the target is made vulnerable to one kind of damage, and the changeling is

made vulnerable to another, thematically linked kind of damage), A boon may behave unpredictably

(a defensive spell may trigger for the mailman as well as for the assassin invading one’s home); A

target realizes at the end of the Goblin Pledge that they have been deceived or spied upon, and by

whom, with increasing knowledge (an inkling or suspicion for 1-dot Goblin Pledge, certainty and a

hint at where to find the changeling for a 3-dot Goblin Pledge, certainty and precise knowledge of

the changeling’s location for a 5-dot Goblin Pledge), Penalties (-1 to -5 penalty to a category of rolls

(physical, perception, social, etc) relevant to the effect and based on the level of the Goblin Pledge,

or milder penalties for longer).

— Lesser (-1): Strange handcrafted music box, a copy of Peter Pan in which a child sketched his

nightmares, a tortilla on which there is an image of the Virgin Mary, Common goblin fruits and

oddments, Most Hedgespun (• to ••), Token (•), a mildly important secret, an animal sacrifice,

inability to lie while pledge is in effect, a mild temporary derangement.

— Medial (-2): A witch’s finger, a spider that has been scared to death, a vampire’s fang, a fading

ember that will not go out unless spat upon, a beloved pet, Rare goblin fruits, Unusual Hedgespun

(•••), Token (••),a roll reduced to a chance die.

— Greater (-3): Grandfather’s pocket watch, a rare Rosicrucian manuscript, a Token given to the Lost

by her Mentor, an unbaptized child, a friendship, particularly skilled humans (such as doctors),

terribly beautiful humans or animals, humans touched by the supernatural (such as psychics, ghouls,

and wolf-bloods), strong Hedge Beasts, a dramatic failure, inability to speak while the pledge is in

effect, a severe temporary derangement.

— Epic (-4): A Gutenberg Bible, a chair from the Amber Room, a werewolf pelt, the lost log from a

sunken slaver vessel, a connection with an organization, a friend, permanently losing a dot in a

prized Skill, a virgin sacrifice, a seventh son of a seventh son, a changeling, a firstborn infant, a

powerful and intelligent Hedge Beast, one's fetch (or the merit obtained from killing it), an important

roll becomes a guaranteed dramatic failure, an extreme temporary derangement.

— Legendary (-5): Hitler’s molar, Lewis Carroll’s fountain pen, a sword forged in Arcadia, the key to a

Gentry’s keep, a blood relative, Token (•••••), permanently losing Kith blessing, permanently losing

multiple dots in a Skill, all memories of an important person, non-fae supernatural creatures (such as

mages or werewolves), particularly potent or unusual changelings, a great tragedy befalls the

changeling or his loved ones, inability to open one's eyes while spell is in effect, defeating one of the

Gentry, the memory that guided the changeling home from Arcadia.

Wyrd: Due to the nature of Goblin Pledges, a Changeling must have an equal Wyrd level to the Boon

being provided. Therefore for a Changeling to craft a Goblin Pledge with a Epic level effect, or a

Medial or higher effect with a Greater Duration, they must possess a Wyrd level of 4 or higher.

A lower Wyrd changeling can still make the bargain, but must offer a more powerful Task to make up

the difference. The rating of the sacrifice must be equal to the missing Wyrd dots + 2. For example, if

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a Wyrd 3 changeling wishes to make a Wyrd 5 bargain, they must offer a Legendary Task and a

Medial Task.

Autumn Courtiers, in line with their sorcerous leanings, are counted as having a higher Wyrd (+1 at

Mantle 1, +2 at Mantle 3, +3 at Mantle 5) for the purposes of Wyrd-Binding. Certain Kiths and the

Wyrd Sisters Entitlement also possess similar benefits (see specific entries for more details.)

Resisted or Contested

Supernatural power in World of Darkness use two different types of resistance rules, as does Wyrd

Binding. In general any effect that is all or nothing (mind control, sleep spell, transformation), and

who's success would immediately have an enormous impact on the target, is contested (rolls

Resistance Attribute + Power Stat). Whereas incremental Goblin Pledges (penalties, small changes,

etc.) or those for which successes are counted towards the effect, are resisted (subtract [Resistance

Attribute] from the roll).

Example Wyrd-Binding

Annie Lida, a young Skitterskulk who has the Goblin Vow Merit •••• (Black Velvet, Cemeteries,

Earthworms and Moonless Nights) finds herself being chased down a dead-end multi-story alley by

an ill-intentioned gang of thugs. Exhausted and injured, her options are few. She can’t climb over the

walls; they’re too tall. It’s too late to double-back out of the alley, and every Contract that she has

that might help her requires the use of Glamour, which she is out of.

She looks up and realizes that the night sky is clear and dark — the moon is new and invisible.

Desperate, she crafts a Goblin Pledge: “Dark night, dark night, hide your daughter from their sight. If

I live through the day, I will break every lit streetlight I see for the next month.” She expends a point

of Willpower to invoke the pledge, and finds herself shrouded in night-darkness. The thugs look for

her, but can’t pick her out of the shadows and eventually leave the alley in search of easier prey.

In this case, Annie’s pledge task (breaking every lit streetlight she sees for a month) is a medial

endeavour (–2), the pledge’s duration is a day (+1) and the boon was fairly minor (+1). (Had she

asked for the ability to harm the thugs, it might have been a medial task, or to kill them, a greater

one.)

Annie has no control over the sanction of the Goblin Vow. She leaves the alley, still shrouded in

darkness, and for the next three weeks, is fastidious about shooting out every lit streetlight she sees

with her pellet gun. However, just before the task is completed, she finds herself in the street as

night is falling, and as the lights come on, she chooses to go out with some friends rather than spend

the evening destroying streetlights. The Wyrd is evoked with the breaking of the pledge, and the

Storyteller chooses a greater curse sanction (see p. 182 of Changeling: The Lost) for the next day

(the duration of the pledge).

Sample Wyrd Purviews

Below are some of the potential Wyrd purviews that a Storyteller might allow a character with the

Goblin Vow Merit to take. Note that the bolded categories are too broad to be taken as purviews,

and are offered merely for ease of organization. If a Storyteller feels a particular purview is too

restrictive or too broad, she is welcomed to create her own guidelines for what a purview can and

cannot cover. Ideally, purviews should be narrow enough to not be useful in every situation but not

so restrictive as to never be useful.

Animals: Stray Cats, Tigers, Birds of Prey, Ravens, Songbirds, Insects, Whales

Buildings and Structures: Schools, Garages (Mechanical), Working Farms, Morgues, Hospitals

Emotions: Righteous Indignation, Unrequited Love, Homosexual Lust, Phobic Fear

Items: Sports Cars, Trucks, Telephones, Books, Knives, Cash

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Plants: Algae, Ivy, Kudzu, Moss and Lichen, Oak Trees, Roses

Time/Seasons: Midnight, Noon, Dusk, Dawn, Solstice, February 29th

Weather: Hurricanes, Moonless Nights, Monsoons, Blizzards

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Example Goblin Pledges

Goblin Pledge: Magic Mouth

Purview: Whispers

Sometimes a Changeling needs to contact someone urgently but has no mundane means of doing

so. This Goblin Pledge can prove highly useful in such occasions.

Boon: Medial (+2) - The caster binds a message into a minor aspect of reality, and gives it a target to

deliver the message to. The aspect makes its way over to target as quickly as possible, though it is

limited by its nature: wind has trouble entering a subway tunnel, and a cat has trouble entering an

office building. Once it reaches its target, the messenger delivers its message and is free to leave or

dissipate. In practice, the ritual is less convenient than a mundane cellphone, but there are certain

times when a cellphone isn't possible.

Task: Medial Sacrifice (- 2) : The changeling must write the message in their own blood, causing one

point of lethal damage that can only heal naturally.

Duration: Minor (0) - Scene

Purview Variants: Sending the message on the wind, a message bound to autumn leaves that speaks

when stepped upon, a message only heard by someone feeling sorrow, an animal messenger.

Goblin Pledge: Strange Servants

Purview: Animal Type

Many changelings feel a kinship with animals, but the usefulness of this alliance can be limited. Even

the most cunning of beasts rarely matches human intellect, and many more have simple and limited

minds.

Boon: Greater (+3) - This Pledge imparts a basic human intellect onto an animal. The changeling can

impart this blessing on one larger animal, a dozen smaller creatures (such as rats), or a small swarm

of insects. The animal(s) gains an Intelligence of 2 until the sun next rises or sets. This does not

impart any manner of special knowledge onto the animal, nor does it change the animal's physical

capabilities, though the animal's newfound intelligence may allow it to perform actions it normally

would not. Certain animals, such as birds or mammals, may be able to attempt speech.

Task: Greater Sacrifice (-3) - The intelligence granted is taken from the caster. For the next 24 hours

the caster takes a -1 penalty to all mental skills, doesn’t re-roll 10s when using a dice pool involving

Intelligence and, in addition, any 1s that come up on the roll subtract from successes.

Lesser Endeavour (-1) - The changeling must offer food to any type of that animal they come across

for the next week.

Duration: Lesser (+1) - One day.

Purview Variants: Granting an animated broomstick intellect, feeding rats hedge beast blood,

protecting stray dogs in exchange for servitude, a mechanic's workshop that breaks if anyone else

tries to use it.

Goblin Pledge: Bottled Wonder

Purview: Any

Where do the abstractions sold at the Goblin Markets come from? Certainly, some are sold by their

original owners, but who could sell the West Wind, or a cat's footsteps? This goblin pledge allows

the changeling to trap an abstract that falls under the purview.

Boon: Greater (+3) - The changeling cannot take anything without owning it or having permission to

do so. This varies in difficulty depending on the abstract in question and the current circumstances.

An emotion can be given by the person experiencing it, while a sunset may require the changeling to

be the only one viewing it, or to painstakingly ask every other person who can see it for permission.

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Because of this, a changeling is limited in how much of an abstract they can take. A changeling may

steal a full moon from a village for a night, but cannot steal the entire moon, or he may catch the

wind in the general vicinity, but cannot trap the entire West Wind (at least, not without an effort

that is beyond legendary in scope). Once taken, the abstract is quite evidently gone from where it

was originally: a widow may stop feeling her sorrow, clouds may roll over a full moon, a night may fly

by faster than normal. Using the abstract for anything requires more effort on the changeling's part:

one may try to bind a perfect summer's day to his house, but this requires another bargain.

Tasks: Greater Sacrifice (-3) - The abstract demands a vessel capable of containing it. The changeling

must provide an object equal to the price of the abstract being caught within it. A cat's footstep

might be caught with a minor sacrifice, while a hurricane might take an extremely rare object to bind

it.

Forbiddance Medial (-2) - If the object is broken or otherwise opened, the abstract escapes and

dissipates, wasting the effort.

Duration: Medial (+2) - One Season.

Purview Variants: A painter binds his fervent emotions into his paintings and seals them away, a

crystal heart holds a child's innocence, the caster catches the North Wind in a silver net, the caster

asks a cat to steal a grieving woman's wail

Goblin Pledge: Scry Distant Lands

Purview: Clear Waters

Being able to scry on your enemies and distant locations is perhaps one of the most common Goblin

Pledges practised by Wyrd-Binding often by gazing into a bowl of spring water, watching the images

form.

Boon: Medial (+2) - The changeling can use a sympathetic link to a target or place to view it from a

distance. The sympathetic link must be destroyed in the process and the changeling must use some

medium to gaze into as a window to this location.

Task: Medial Sacrifice (-2) - The changeling must sacrifice a sympathetic link to the target when they

craft this pledge. In the case of a living target, a sympathetic connection can be formed by

possession of an item commonly worn or carried by the target, or by acquiring hair, fingernail

clippings, blood or other leavings of the target’s body. To form a sympathetic connection to a place

the witch must have an object (a handful of dirt, a branch, a brick and so on) taken from that place.

Furthermore the Changelings vision becomes cloudy, causing them to suffer a -1 to all perception

rolls for the scene.

Duration: Minor (0) - Scene

Purview Variants: (Bonfires) Gaze into flickering flames and peer out of any fire, (

Goblin Pledge: Riddlelock

Purview :Riddles

Even in the modern era of search engines, there are some who still place their faith in riddles. One of

the many vows that changelings make to defend their Freehold, Riddlelocks tend to be too erratic

for everyday use, but still show up when the advantages outweigh the drawbacks.

Boon: Epic (+4) - The changeling designates an area no larger than a mansion to be under the effect

of the ritual. He must either serve as the guardian or provide one in his place. So long as the spell is

in effect, he must ask a riddle of anyone attempting to enter the area. If the intruder cannot answer

the riddle, they take a penalty equal to the ritualist's Wyrd on all actions until they flee the area.

Each intruder may only guess once. Attacking anyone within the protected area, leaving without

answering, or attempting to bypass the caster (either by stealth or force) is tantamount to failing the

riddle. The intruder may leave and return, but the penalty returns any time they set foot within the

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protected area, as long as the Riddlelock is in place.

Task: Medial Endeavour (-2) - The guardian must ask everyone who enters the riddle.

Medial Forbiddance (-2) -The guardian must not leave the area of effect for the duration of the

pledge.

Lesser Forbiddance (-1) - The guardian must not tell anyone the riddle.

Duration: Lesser (+1) - One day.

Purview Variants: People must be feeling the proper emotion to enter, persons cannot enter without

performing a certain ritual, a person cannot enter unless they are wearing a mask.

Goblin Pledge: The Glass Coffin

Purview: Restful Sleep

The legend of Snow White may have been performed with this Goblin Pledge, or perhaps it is what

inspired the creation of this pledge. Either way this Pledge can save and heal a target who is dying by

freezing them in a moment for an entire season.

Boon: Epic (+4) - This pledge can only be used on a target that is dying (unless the target is dying

from a disease or pre-existing condition). The changeling begs the aspect to bind the target's fleeing

life-force into itself. In doing so, the target is frozen in that moment: they will not age, suffocate, or

starve, and the conversion of lethal damage into aggravated damage is halted. The target is stable

and remains stable, appearing to be in a deep sleep, healing slowly over one entire season.

Task: Epic Sacrifice (-4) - The Changeling must sacrifice one dot of permanent willpower as an

offering to the purview.

Medial Endeavour (-2) - The Changeling must protect the character throughout the season from

harm and care for them.

Duration: Medial (+2) One Season

Purview Variants: The target is bound among rose thorns, the target is turned into a flock of

songbirds, the target cannot be awakened until someone who loves them kisses them

Goblin Pledge: Deathless

Purview: Varies

Their are many paths to immortality and the pledge below is one of the most costly yet sure fire way

of doing so.

Boon: Legendary (+5) - The caster binds his True Name - and thus part of his soul - into some small,

inanimate object. The object used for this ritual cannot be larger than Size 3. In doing so, the caster

becomes immortal. He does not age, and cannot die from any diseases, though he can still be

affected by symptoms. The caster takes damage as normal, but when his last health box is filled with

aggravated damage, he falls into a deathlike state. For all intents, effects, and purposes, the caster is

dead. However, he regains 1A every fifteen minutes, until the last wound box has been cleared, at

which point he awakens. If the body is completely destroyed, it reforms in a safe location at the

same rate. Inflicting damage while the caster is regenerating can slow the process, but cannot stop

it. The caster may choose to wake up at any point after the first health box is healed, but must then

heal the remaining damage normally.

Task: Legendary Sacrifice (-5) - It is a grievous thing to sacrifice one's True Name. The caster

immediately rolls for a Clarity 1 sin as if he had lost his mortal identity.

Greater Forbiddance (-3)- Furthermore, by losing his True Name, the caster can no longer make

pledges. He can be bound into a pledge by another, but cannot initiate a pledge by himself, and all

pledges currently bound to his Wyrd fade away. Anyone who holds the bound object gains the

power to swear pledges in the caster's name, even if the caster was not a changeling. The caster is

bound to these pledges as if he had sworn them himself, and instinctively knows the terms of the

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pledge he is under. If the caster violates the pledge, his True Name is undone, and he dies instantly.

Breaking the bound object does not kill the caster, but he is rendered mortal and can be killed as

normal. The caster does not regain the ability to make pledges.

In the extremely rare case that the caster has a fetch, the drawback is two-fold: not only can the

caster never make pledges, but he relinquishes his right to his name unto the Fetch. He loses any

and all resistance to the fetch’s Echoes, his Defence drops to 0 against attacks from the fetch, and he

receives a dice pool penalty equal to his Wyrd when in the presence of the fetch. The fetch

instinctively knows the changeling is weakened - though the fetch cannot kill the changeling, it is

quite capable of ruining his life and wrecking his plans. It is theoretically possible for a fetch to enact

this ritual, but the effects of this are unknown. The name is what holds the fetch together - removing

it might simply cause the fetch to die and fall into pieces, or it might have some other unwholesome

effect.

Duration: Greater (+3) - Lifelong

Purview Variants: The caster binds their name into the heart of an oak, the caster binds their name

to an animal, the caster can only be harmed during a certain hour of the day.

Wyrd-Binding and Kiths

New Kith: Fairest Enchantresses

Stolen to serve as vessel rulers to an Arcadian overlord; the fairest of them all were taught deeper

secrets of Arcadian magic, their power and position was enough for many to escape their Keeper's

clutches.

Fairest Enchantresses return to earth bearing the secrets of Noble Magic. They can spend Glamour

to increase their Wyrd rating when using Wyrd-Binding on a 1 for 1 basis, and they may add their

Striking Looks bonus if they possess the merit (to a maximum of +5 in total) when crafting Goblin

Pledge.

New Kith: Wizened Hag

In Faerie these slaves tended to the cauldrons and spinning wheels of Arcadian sorcerer's above

such menial labour. Some of them stole enough of the magic they helped create to escape through

the thorns.

Working unseen at the feet of skilled faerie sorcerer's the Hags absconded with the secrets

of Spellcraft. A Hag may spend Glamour to increase Occult rolls on a one for one basis as well as

their Wyrd rating for Wyrd-Binding and gains an additional +1 to their Wyrd when using Wyrd-

Binding on behalf of a paying customer (to a maximum of +5 in total)

Updated Rules

Wyrd Binding was written after Changeling: the Lost. Consequently there some material that might

benefit from being redefined to tie into the Wyrd-Binding system. The following optional rules are

presented:

Witchtooth Kith

The Witchtooth Kith Blessing applies to raising their Wyrd Rating for Goblin Pledges designed to

curse an enemy (to a maximum of +5 in total) in addition to contracts.

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The Office of the Vizeral Council

The Office of the Vizeral Council requires 12 dots in Goblin Vows instead of Contracts; and a

replacement Privilege for The Clausmaker's Boon: When performing Wyrd-Binding, the monarch's

Mantle -2 counts towards the Task for balancing a Goblin Pledge used on behalf of their duties.

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New Entitlements

Chartered Kings of Nowhere

"By treaty I am bound to the land, and by treaty the land is bound to me."

From Romulus and Remous of Rome to the Founding Fathers of America myth and history has

always revered the founders of kingdoms. Where myth treads the fae are sure to follow.

The Chartered Kings of Nowhere model themselves upon those great men. In one hand they carry a

sword, in the other it's a sextant. With a noble crown upon their brow they march upon wild

untamed lands to found cities and write the codes of law that shall define a kingdom. If they are

lucky perhaps someone will even live in the nations they found.

But for the Chartered there is more than the joy of carving Hollows as artistic masterpieces. More

than writing elaborate codes of laws and imagining the Marxist, or socialist, or libertarian, or elven

utopia they will surely lead to. More than the joy of wearing a crown and telling that Fairest that,

yes, you are a king. The Kings of Nowhere have seen the march of civilisation tame the wilderness,

roads spread across the land making travel safe and convenient. These Kings and Queens intend to

inflict the very same upon the Hedge itself.

Not every Charted King believes in this vision, many seek out the Entitlement for temporal power

instead, one can make a very good living selling Changelings a secure Hollow. The Entitlement itself

doesn't care, in its eyes every Hollow is a spear thrust through the body of the Hedge, every Trod

another chain that binds it. If a Chartered Queen is making Hollows for money, the important thing is

that she is making Hollows, and if she impresses people with the power and professionalism of the

Entitlement, so much the better.

Titles: Chartered King, Chartered Queen, Your Majesty. Trainees are called Clerks.

Note that it is normally pronounced "No-where" but within their own kingdoms it's pronounced

Chartered Kings of "Now-here".

Requirements: Wyrd 5, Either Academics or Politics at 4 and the other at 3.

Joining: The Chartered Kings of Nowhere are not an exclusive order, the opposite in fact. The more

members they have, and the more their members use the Entitlement's powers, the happier they

are. However this doesn’t mean it's easy to get in. Power must be treated with respect and wielded

competently, otherwise people could get hurt. The Chartered Kings and Queen's aren't so blinded by

ambition that they forget that these are nations they are building, people do have to live there after

all.

Entering the Entitlement requires a comprehensive written exam, passing bestows the rank of Clerk.

Clerks are invited to all social events, they are also permitted to accompany any Chartered King and

watch them at work in exchange for providing general assistance.

To advance a Clerk must pass two further tests which may be taken independently. The first is a test

of lawmaking in which the Clerk must write a code of laws and an essay explaining why the laws

were chosen. If the laws are well written and accomplish what the Clerk wishes them to accomplish

he passes the test.

The second is a test of magic. The Clerk must craft a working Charterstone and draw (or get

someone else to draw) the Hollow it will create. The examiner compares the two, for correctly

predicting the results of a Charterstone shows the skill needed to be a Chartered Queen. This is the

only time a Clerk is permitted to craft a Charterstone, and the vows sworn to the Entitlement

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enforce the rule.

Mein: A Chartered King seems bigger, not taller or wider but larger than life. They also wear large

ornate, some would say ostentatious, crowns that are very much a part of their Mein.

The real effect of joining the Entitlement is no upon the Mein, but upon the Hedge. Chartered Kings

warp the Hedge around them as though their Wyrd was two dots higher, and wherever they travel

the Thorns themselves seem to wither in their presence.

Background: No court lays claim to creating the Entitlement but The Autumn Court asserts that they

first discovered the magic of Charterstones and it is true that the Leaden Mirror boasts the largest

number of Chartered Kings and Queens. The goal of taming the Hedge is nearly exclusive to the

Autumn Court, but it is just as common for Changelings of that Court to work on building changeling

(or Hobgoblin) villages simply because they wish to live in them.

The Winter Court has it's Kings and Queens too, they are mostly interested in the practical uses of

Charterstones. Hideouts that can be crafted in moments, secret ways that can vanish after they have

been walked.

The Courts of Spring and Summer in contrast rarely join the Entitlement, sure they have as much use

for a home or a fortress as anyone else, but they're usually content to contract the Chartered Kings

rather than join them.

As an Entitlement the Chartered Kings and Queens hover on the edge of social pariahs without ever

quite crossing the line. No one remembers if the choice of title was a deliberate snub at the Courts

or a decision by someone with far more honesty of intention than sense but calling themselves kings

and queens gets the Entitlement no favours from the Courts.

It is only the fact that the Entitlement's powers are so useful that lets them have any respect from

the courts at all. Any Changeling can build a hollow, but any human can build a house. It's still a lot of

hard work and effort, having someone who can create well built Hollows in a day and only needs to

spend minuets clearing the Hedge is an enormous advantage. The other uses of Charterstones

cannot be duplicated, a long trek through the Hedge is that much safer when you have a bag full of

instant forts and there are so many advantages to creating Trods on demand.

It also helps that the Entitlement is fabulously wealthy. Only a vanishing minority of Chartered Kings

actually do rule successful hobgoblin (or even human) kingdoms within the Hedge; even one king has

access to a ton of wealth and resources. Among the lost, as in most places, the rich can get away

with things the poor would be punished harshly for.

If the founder who took the title of King would think of this as a betrayal of the Entitlement's

mission, well he isn't around to speak his mind. These days Chartered Queens who are trying to

tame the Hedge are content to let Charter Stones be "misused", it doesn't hurt them and in their

eyes any use of Charterstones is far better than no use at all.

Concepts: Hedge conquistador, camp nature sculptor, Hobgoblin queen, dedicated Hedge tamer,

introverted writer of laws, large king with a large personality, real estate agent.

Privileges

Charterstones

The ability to craft and activate Charterstones is so important that the Chartered Kings and Queens

named their Entitlement after it. In the simplest form a Charterstone is a Pledge, but a Pledge that

can carve Trods and clear Hollows.

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A Charterstone's Tasks apply to everyone who home is within the Hollow created (if exp and hard

work is spent to increase the Hollow's size, the Pledge affects the new increased size). It's a

somewhat vague boundary but the Wyrd can figure it out. Because of this broad effect a

Forbiddance like “don't steal” is usually broken before long, and the Chartered Kings and Queens

favour Endeavours along the lines of “must fund and maintain a police service to enforce the laws

laid down by our founder”, or an annual festival that must be upheld. Charterstones simply cannot

function with Endeavours that only need to be performed once.

A Charterstone can contain three Boons, the first is Hollow which can be rated Lesser, Medial or

Greater and gives 2, 4 or 6 dots divided between Hollow Size and Hollow Wards. A Charterstone

must have at least a Lesser Hollow Boon.

The second Boon is Trod which is rated Lesser and may be taken multiple times, each Trod connects

the Hollow to one other Hollow or Trod of the founder's choosing; though connecting to a hostile

Hollow will usually cause the Trod to end against the thickest part of the wards. The Hedge is like

that.

The third and greatest Boon is Lucidity, which is rated Medial. A Hollow (Trod's don't qualify) with an

attached Boon of Lucidity lacks the peculiar effects of the Hedge. Mortal residents for example, are

not afflicted by the Hedge's peculiar effects on morality nor will they change into Hobs inside the

Hollow. Lucidity is powerful, but it's effects are mostly a storytelling consideration.

The only sanctions that can be used in a Charterstone are Curse and Flaw, if triggered these apply to

everyone living within the Hollow

Finally the Duration of a Charterstone works like normal, except for the Lifetime duration which lasts

until no one calls the Hollow home, plus a month or so to see if anyone turns up. Regardless of the

Duration, destroying the Charterstone will end its pledge, however Charterstones are extremely

tough and have a Durability of 5 times the highest Pledge component (counting negatives as

positives)

Each Charterstone costs a Willpower Dot, which may be brought back for eight exp, but they don't

count towards a Changeling's maximum Pledges. The Willpower Dot is spent when the Charterstone

is activated to create a Hollow, and may be spent by any witness

A Chartered King may possess up to Wyrd + 3 unactivated Charterstones at any given time, if they

wish to create another they must first destroy or give a Charterstone to another within the

Entitlement

Hedge-mastery

The Chartered Kings and Queens of Nowhere can bend the Hedge to their will, it's what they do.

They get +2 to all Hedge-sculpting and Hedgespinning rolls. This does not include searching for

ingredients

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The Wyrd Sisterhood

"There is always a price to power. If you're willing to pay it, I may be able to get you what you want."

Wyrd-Binding is a powerful yet costly art. It is largely a mystery to many Changelings, but those who

immerse themselves in its study, binding themselves to numerous aspects of reality are very

powerful indeed. The Autumn Court make it one of their many specialities, however none have as

much dedication to this art as the Wyrd Sisterhood.

The Wyrd Sisterhood are the witches and sorcerers of Changeling society who dedicate their lives to

the study of Wyrd-Binding. They create multiple Goblin Vows with a large number of various aspects

of reality so that they can create almost any effect they desire. However, they do not study Wyrd-

Binding simply out of a need for power, but rather as a way to understand the power of Faerie on a

deeper level. To the Wyrd sisters, Wyrd-Binding is the most powerful and versatile of Faerie Magic

and therefore the one who reveals the secrets of Faerie nature itself.

The Wyrd Sisters are sometimes advisers to open-minded rulers, but they are still generally

distrusted by Changelings for their power and what they are willing to pay for it, is something to be

feared. However, Wyrd Sisters are welcomed openly by the Autumn Court and treated with honour.

Titles: Wyrd Sisters or Brothers, Goblin Witches.

Prerequisites: Occult ●●, Wyrd ●●● and Goblin Vows ●●●●●+

Joining: Any Changeling could in theory join the Wyrd Sisterhood. While it is true that most are

women, some few men, earn the right to become Wyrd Brothers. Likewise, while many members of

the Wyrd Sisterhood originate from the Autumn Court, they welcome any open-minded Changelings.

All that is asked that you can prove both your skill and dedication to the ancient art of Wyrd-Binding

and therefore possess several Goblin Vows before joining. However, those who the Sisters deem as

simply seeking more power are shunned by the Entitlement. The Wyrd Sisterhood is about

understanding power, not gaining power.

Mien: Wild-eyed and wild-haired, the Wyrd Sister's possess a Mien that seems both ancient and

mysterious at once. Their eyes become dark reflective pools that seem to possess endless

knowledge. Their face begins to take on an ageless aspect, making it difficult to tell their true age. At

one look they seem to be in their twenties but another look and they may seem to be in their thirties

or even forties.

Background: The Wyrd Sisterhood was founded by early pagan Changelings who perceived the True

Fae as gods. They dedicated themselves to trying to understand their "gods" by understanding their

power. It is said much of what is known today regarding Wyrd-Binding was discovered and created

by ancient Wyrd Sisters and Brothers who passed along such secrets.

It is well known that the Wyrd Sisterhood helped found the Autumn Court, however they

disassociated themselves from the Court, as the Autumn Court began to study numerous aspects of

Faerie magic rather than dedicating themselves solely to Wyrd-Binding. While the Wyrd Sisters

acknowledge that there is power and knowledge in Contracts, Hedge-Spinning, Talecrafting and the

other magical arts of the Fae, they believe that Wyrd-Binding is the purest form of Faerie Magic.

They do however acknowledge that Pledge-Crafting is the basis of Wyrd-Binding and many Wyrd

Sisters share and swap pledges with various Autumn Courtiers.

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Organization: The Wyrd Sisters often work as solitary practitioners, many even choosing to remain

Courtless due to solitude being an important part of their art. However, when they do organise

themselves, they do so in covens of three.

Concepts: New-Age Hippie, alternative medicine fanatic, snake-oil saleswoman, mysterious crone.

Privileges

Blessing of the Wyrd

Wyrd Sisters treat add a +2 to all Wyrd-Binding rolls including their Wyrd Rating.

Merit: Witch’s Brew (• to •••••)

Description: This merit allows a changeling to brew her Contracts into a potion or powder for later

use, either by the character or by another (even a mortal). The number of dots purchased in this

merit reflects the highest level of clause she may brew (i.e. a character possessing Witch’s Brew ••

may brew clauses of level •• or lower).

In order to make this brew, a changeling must know the clause she wishes to brew. Goblin Contracts

may not be brewed. Contracts that have special actions associated with their use, such as the

Contracts of Hearth- which require the changeling to touch her target, may be brewed; but only if

the character possesses one dot in this Merit more than otherwise necessary (i.e. a character may

brew Fickle Fate (Hearth •) but only if she possess Witch’s Brew •• or above). Only contacts which

can affect a single, living target may be brewed.

First, a character needs to gather the ingredients with which she will make her brew. Popular tales

say that brews are made from such ingredients as eye of newt or bat’s wings, but the truth is that

almost anything might be used. Unusual ingredients make the brew much easier to create, however

(as reflected in the suggested modifiers below).

Once all of the ingredients have been gathered, the character must combine them with an extended

action (see below). A character need not spend every minute of each day slaving over the cauldron,

but must be nearby to keep tabs on it: if a character leaves a brew unattended for (6 - clause dots)

hours, it becomes useless.

Once the brew is complete, the character must activate the clause so the brew can absorb the

effect. In addition to the normal activation cost, the character must spend an additional point of

Glamour to enchant the brew. Catches may not be used to reduce the activation cost. After

spending the cost, the changeling rolls the die pool to activate the Contract. A result of failure or

dramatic failure affects the changeling normally, and the brew remains un-enchanted. The

changeling may try to enchant the brew again (at the same Glamour cost) but must be successful

within six hours of the brew’s creation, or else it dries away to nothing.

Once the Contract has been activated successfully, it binds itself to the brew, creating a potion (note

the number of successes made on the activation roll- this may be important later). The potion may

be drunk, bottled, or dried into a powder (a process that takes an additional hour but requires no

roll). Physically, the resulting potion (or powder) is reminiscent of the brewer’s seeming and kith. A

Swimmerskin’s potion may taste and smell of seawater, while an Antiquarian’s powder might seem

like the dust that gathers on library shelves. A changeling may only enchant her own brew.

The brew remains potent for one lunar month and shines with Glamour to those creatures that can

sense such things. The target of the clause is the potion’s imbiber or whatever the powder is

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sprinkled upon. If the clause can be resisted, the target rolls against the number of successes that

were made by the brewer during the Contract’s activation. A changeling can brew as many clauses

as she likes, but each one counts towards a character’s pledge limit.

Die Pool: Wyrd + Crafts

Action: Extended (10 successes per dot of clause brewed; each roll represents 3 hours of brewing)

Roll Results

Dramatic Failure: A bad ingredient or other problem has made the brew unsuitable for

enchantment. The character must start again, with fresh ingredients.

Failure: The character makes no progress.

Success: Successes are accumulated. Once the target number has been reached, the brew is ready

for enchantment.

Exceptional Success: No additional effects, other than the speediness of the brewing process.

Suggested Modifier

Modifier | Situation

+1 |Changeling is of the Brewer or Witchtooth kith

+2 |An ingredient used is unusual or hard to get (gold dust, dead man’s nails, nitro-glycerine)- max

bonus +4

+3 |An ingredient used is incredibly hard to get (the light of a thousand stars or the distilled cry of an

ant)- max bonus +6