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Changelings and Spirits – New Contracts, Kiths and Hedge Bounty To facilitate the new Canadian Universal Addendum rule stating that use of certain spirits in a Changeling the Lost game is Mid Approval, the following document has been created which will allow all Lost to be able to interact with (and occasionally combat) spirits. The contracts within this document are considered Goblin Contracts. Each item in this document requires Low Approval and Mid Notification. Special thanks to Adam Kerr (D14’s aDST Forsaken and Spirits) for his assistance in providing ideas and ensuring game balance. Goblin Contracts of the Animist Goblins have a tendency to buy and sell almost anything. Therefore, it isn’t surprising that they would purchase knowledge of spirits, even though spirits are rarely found in the Hedge and area almost never found in Arcadia. Nonetheless, some enterprising goblin managed to take that knowledge and negotiate deals between the Wyrd and the world of spirits. These contracts usually facilitate communication and cooperation between a spirit and the contract user. No one is able to say exactly who this goblin is, but everyone assumes it made a profit both from brokering these contracts, and selling their knowledge to other Goblins, to Changelings and even to the occasional True Fae. • The Shaman’s Call (also known as “Who ya gonna call?” among certain Changelings.) The changeling attempts to summon a near-by spirit. Dice Pool: Persuasion + Wyrd Cost: 1G Catch: There is an awakened spirit around (on the mortal side of the gauntlet) and it wants to communicate. Critical Failure: You summon something, but that something isn’t really happy. The changeling suffers the effects of a curse similar to that of being targeted by Spirit Cruac (see Circle of the Crone, pg. 202 under the heading “Veiled Curse”) for one scene. Failure: no spirit is attracted to the area. Success: You manage to call up a spirit, but it doesn’t automatically materialize. The rank of the spirit is no greater than the number of successes gained on the contract activation roll. (Story tellers may portray spirits that are weaker than the success results. It is fair to have a rank 1 spirit show up with 4 successes, depending on the needs of the story.) Unfortunately, the contract user doesn’t actually know what type of spirit was attracted by the use of this contract. Exceptional Success: You get an idea of the general type of spirit that you call. It is fair for the storyteller to say it is a tree spirit rather than the spirit of a specific tree/forest; that it is a transportation spirit rather than the spirit of flight; or that it is fire spirit rather than a spirit of arson. ••• The Shadow Bargain Due to their connection with the Wyrd, a Changeling may make a pledge with anyone, including specific spirits. By activating this contract when the pledge is agreed to, the Changeling and all other parties to the pledge will be able to more freely interact with the spirit, but also becomes more like the spirit. Dice Pool: Presence + Wyrd Cost: 1G and making a pledge using the standard pledge-crafting rules. All parts of a pledge must be present. (Special note: The catch in this only discounts 1G, not any other glamor costs in crafting the pledge.) Catch: The person who activated the pledge had been doing something that provided the spirit with essence within the last minute, and the spirit received the essence. Critical Failure: The spirit does not enter into the pledge. If you crafted the pledge with mortals or other changelings, the pledge is still in effect. However, although the pledge is still in effect, you immediately suffer the sanction of the pledge you just proposed. Failure: The spirit does not enter the pledge. However, if you craft a pledge with mortals or other Changelings, the pledge sticks. Success: Everyone who has entered into the pledge with the spirit may see and communicate with the spirit for the duration of the pledge. Furthermore, while the pledge is active, anyone in the pledge may request that the spirit attend them if they are in the mortal world (not the Hedge, dreams or Arcadia, etc). The spirit is not forced to attend. As a result of aligning oneself with a spirit in this way, those who are part of the pledge also take on the spirit’s ban for the duration of the pledge. Breaking a ban is treated like breaking an Echo. Exceptional Success: For the duration of the pledge, the spirit may use the Materialize numina (if known) for free once per day while in the presence of the Changeling who activated this contract. However, it must remain within 10 feet of the Changeling or it will automatically demateralize. This movement restriction is lifted if the spirit uses the Materialize numina normally. •••• Reciprocal Agreement The Changeling and a spirit exchange the use of their learned abilities. Dice Pool: Occult + Wyrd Cost: 3G Catch: Within the last 24 hours, the Changeling has entered into a formal, written agreement with a mortal, and sealed the agreement with the blood of all participants. Critical Failure: You lose access to all contracts for a scene. Contracts that were active at the time of the critical failure automatically end. The spirit has access to any contracts that were active. Failure: nothing happens. Success: You gain the use of a number of Numina up to the number of successes pulled. However, you also lose access to an equal number of clauses. The spirit has these clauses and may use them by spending essence and Willpower, but loses access to the Numina taken. Exceptional Success: You retain the use of a single first or second level clause. ••••• Bane of Existence The Changeling becomes something that the spirit can’t comprehend or understand for a short time. Soon after, the Wyrd ensures the Changeling has difficulty with the spirit’s area of influence. Cost: 4G 1WP Dice Pool: Resolve + Wyrd Catch: You tell an individual the details of one of your pledges. This individual may not be an ally or be involved in the pledge that you describe. Critical Failure: Another similar spirit is attracted to the area. The rank of this spirit is one degree lower than the present spirit (minimum of rank 1). Failure: nothing happens. Success: In addition to its normal bane, you become the bane of a single spirit for the duration of the contract. However, for one season after the contract ends, you gain a lesser frailty related to the spirit’s sphere of influence. Exceptional Success: Rather than gaining a lesser frailty for a season, you gain it for two months. New Kiths and Their Blessings that Interact With Spirits Phantom Friend (Darkling) - In general, spirits do not exist in Arcadia. Ghosts, however, are present and resources between the two entities may be shared. Upon returning to earth and encountering spirits, Phantom Friends quickly learn that they can share their resources with them as well. By tapping into their Essence Well, a character may trade 1 G for 1 E (or vice versa) to a willing spirit or ghost once per day. Moonmutt (Beast) – In general, spirits do not exist in Arcadia. They do, however, exist in other places that the True Fae like to travel. As such, some beasts have been trained to find spirits. On a successful perception roll, a player can determine if something Smells Like Teen Spirit in order to detect awakened spirits and loci on the mortal side of the Gauntlet. Warder (Wisened) – In general, spirits do not exist in Arcadia. One reason for this may be the work of the wisened who ensure no spirits get in. By Storming the Wall, a character may spend glamor to raise or lower the strength of the Gauntlet for the duration of the scene. Each glamor spent changes the strength of the Gauntlet by one. Spiritbuster (Ogre). In general, spirits do not exist in Arcadia. However, some ogres have been forced to fight Spirits who have been purchased by the Gentry, or while outside of Arcadia for their master’s pleasure. By learning the Ethereal Strike, a character may spend 1 glamor per attack to deal lethal damage to incorporeal spirits. The glamor is lost if the attack is not successful. This does not affect other incorporeal beings (i.e. ghosts, astral entities, etc). New Hedge Bounty that Interacts With Spirits In addition to the Goblin Fruit and Hedge Oddments presented in the Canadian Hedgefruit Document, the following new goblin fruit allows changelings to interact with spirits. Adder Leaves are transparent leaves with a natural hole in them. When consumed (usually by smoking it – a single leaf is enough for one dose) it allows a Changeling to see past the gauntlet for approximately five minutes. Spirits on the other side of the gauntlet also become aware of the Changeling for those five minutes. However, the changeling’s perceptions of the mortal world are at -3 for a scene, and neither the Changeling nor the spirits can understand each other. A changeling may use up to two adder leaves per 24 hour period. Using any more will have no effect. Stick-Lip resin is a transparent gum-like substance that comes from certain plants within the Hedge. When placed in the ears, it allows a changeling to understand the language of spirits. When placed under the tongue, it allows a changeling to speak the language of spirits. However, its effects are limited. Stick-lip resin will only let a changeling listen to three sentences (total – not just those spoken by the spirit) when placed in the ears. It will only translate three sentences when placed under the tongue, and the changeling can only talk out to the sides of his or her mouth. Furthermore, if a character uses more than two pieces of stick-lip resin in a day, he suffers from a cumulative -2 to all perception rolls until he sleeps for at least four hours. The negative effects of adder leaves and stick-lip resin stack.