Difference between revisions of "ARTs"

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[[Changelings]]
  
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=='''Art of Smoke'''==
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This is a mirror of Obfuscate
  
==='''Art of Smoke'''===
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When you were escaping from the wyld you learned how to hide. But hiding is just part one of an ambush. Power cancels supernatural abilities of sight at a 1 for 1 stealth retests. All powers use stealth vs awareness.
This is a mirror of Obfuscate
 
  
When you were escaping from the wyld you learned how to hide. But hiding is just part one of an ambush.
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<big>''' '''</big>
Power cancels supernatural abilities of sight at a 1 for 1 stealth retests. Catch: must swallow the eye of a mammal or bird while activating the power, one eye per level of power used. Contract of smoke cannot be combined with the powers of contract of air’s glory
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<big>'''1 Hiding In a Teacup'''</big>
  
lvl 1 Hiding in a Teacup - Calling on your latent ability to warp reality around you, you cause everyone in the room to look around you and never at you. As long as you remain stationary you are invisible to the naked eye. You can not benefit from any other contract while you are hidden. - Obfuscate lvl 1
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'''Challenge:''' None
 +
'''Cost:''' None
 +
'''Duration:''' Until dismissed
  
lvl 2 Cameo Disappearance -You can now move while remaining hidden
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Calling on your latent ability to warp reality around you, you cause everyone in the room to look around you and never at you. As long as you remain stationary you are invisible to the naked eye. You cannot benefit from any other contract while you are hidden. - Obfuscate lvl 1
  
lvl 3 Hidden Between Raindrops - You can appear as another person as per Obfuscate 3
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<big>'''2 Cameo Disappearance'''</big>
  
Lvl 4 Never Unarmed- You may conceal Weapons on your person You may hide either 3 small-sized items or 2 medium-sized items or 1 large Item. Follows auspex v obfuscate rules to see hidden items. Power lasts 1 hour once turned on. Costs 1 glamour per item hidden.
+
'''Challenge:''' none
 +
'''Cost:''' none
 +
'''Duration:''' until dismissed
  
Lvl 5- Uncredited Extra- You may now take up to 5 other people with you while remaining invisible. You must remain within one footstep of each other at all times to remain invisible.  
+
You can now move while remaining hidden with levels of this ART.
  
==='''Art of Elements'''===
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<big>'''3 Hidden Between Raindrops '''</big>
  
 +
'''Challenge:''' none
 +
'''Cost:''' none
 +
'''Duration:''' until dismissed
  
lvl 1 - Cloak of Elements - Spend a survival and take two less damage per attack for the round from that element.
+
You can appear as another person as per Obfuscate 3
  
lvl 2 - Gladius of Elemental Wrath: Costs 1 glamour. Create a weapon from thin air made from your element. If you drop the weapon it disappears. The weapons have the following traits
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<big>'''4 Never Unarmed '''</big>
  
Fire- Longsword (medium) 2 traits 2 Ag.
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'''Challenge:''' none
Water-  Whip (medium) 2 traits 3 L reach
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'''Cost:''' 1 glamour/item
Earth- Hammer (large)- 3 traits 5 bashing.
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'''Duration:''' 1 hour or scene
Wind- Bow (large) 3 traits- 3 bashing Ranged
 
Wood - Staff (large) 3 traits 3 B, fast, staking
 
  
lvl 3 - Elemental Passage: Costs 1 willpower Caster must step into an amount of their element larger than their surface area and can step 10 feet per level of Contract to another amount of their element of a size larger than their total surface area. Note: unless other powers are used the caster still takes damage, such as from passing through a fire. If the destination for some reason is not present (i.e. someone knows what you're moving to and extinguishes the fire) all people going through transit take 4 levels of appropriate damage type and are spat out at their point of departure.
+
You may conceal Weapons on your person You may hide either 3 small-sized items or 2 medium-sized items or 1 large Item. this follows auspex v obfuscate rules to see hidden items. Power lasts 1 hour once turned on. Costs 1 glamour per item hidden. You may also use this power to vanish from the mind's eye.  
  
lvl 4 - Elemental blast - Spend a glamour per blast. You may fire a beam of your element at a target the beam has +4 traits and deals 3 of the appropriate damage type. Wood Air Earth and Water do lethal Fire does ag. This damage can not be increased by any means. Uses athletics as a retest
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<big>''' 5 Uncredited Extra'''</big>
  
Level 5 - Summon Elemental - Summons a monster made of your element into the room. Has 15 traits in all things and 3 retests in all combat abilities. 10 health levels and deals 2 Lethal. Earth gains +5 health. Fire does AG. Water has 4 retests. Air does 1 less damage but can only be hurt by fire.
+
'''Challenge:''' none
 +
'''Cost:''' 1 stealth/person
 +
'''Duration:''' until dismissed
  
=== '''Art of the Chariot:''' ===
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You may now take up to 5 other people with you while remaining invisible. You must remain within one footstep of each other at all times to remain invisible.
  
 +
=='''Art of Elements'''==
  
lvl 1:Controlling The Steel Steed- gain an additional 2 traits on all drive challenges, Furthermore, you don’t need to make an athletics check to exit a moving vehicle. No action to perform
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<big>'''1 Cloak of Elements '''</big>
  
lvl 2; Instant Chopshop- Spend a Drive and glamour for the next hour you may alter the superficial physical description of any vehicle you are in. This includes making your car look like a police cruiser. Seeing through this power uses basic auspex vs obfuscate rules
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'''Challenge:''' none
 +
'''Cost:''' one survival retest
 +
'''Duration:''' one round
  
lvl 3 Guidiamo - Expend a glamour. Your steed or vehicle gains an additional 3 steps per round or 25% of its speed, whichever is higher. Lasts a scene
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Spend a survival and soak two damage from all elemental sources attack for the round (elemental sources are, earth, fire, lighting, water, wood, or any aoe effect).
  
lvl 4: Twisted Steel - You deal an additional 2 damage when striking someone with your motor vehicle while driving it. Striking someone with a vehicle is a driving challenge vs their defense or drive if your opponent is also driving. You may use mentals or physicals.
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<big>'''2 Gladius of Elemental Wrath '''</big>
  
lvl 5: Sitting In My Tin Can - Spend a willpower and a glamor, your vehicle ignores the next 20 points of damage. This lasts until the end of the round.
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'''Challenge:''' none
 +
'''Cost:''' One glamour
 +
'''Duration:''' One scene
  
'''Art of Stone-'''
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Costs 1 glamour. Create a weapon from thin air made from your element. If you drop the weapon it disappears. The weapons have the following traits
 +
*Fire- Longsword (medium) 2 traits 2 Ag.
 +
*Water- Whip (medium) 2 traits 3 L reach
 +
*Earth- Hammer (large)- 3 traits 5 bashing.
 +
*Wind- Bow (large) 3 traits- 3 bashing Ranged
 +
*Wood - Staff (large) 3 traits 3 B, fast, staking
  
 +
<big>'''3 Elemental Passage '''</big>
  
lvl 1 Enduring Stone - Fortitude 1 mirror, also stops any bleed out and prevents any new bleed out. This is a permanent effect and requires no glamour
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'''Challenge:''' none
 +
'''Cost:''' 1 willpower
 +
'''Duration:''' 1 round
  
lv2 Strong as the Hill- Might retest on all defensive actions.
+
By spending 1 willpower the caster may step into an amount of their element larger than their surface area (puddle, concrete, tree, bonfire etc.) and can step to any other visible piece of element. If you wish to travel to a point not within sight, you must spend a bluebook to mark it as a waypoint for you. You may have waypoints equal to your level in this contract. Leaving the scene with this power takes place at the end of the round.
  
lvl 3 Blood From a Stone - Allows you to spend glamour to heal One glamor for 2 bashing, one glamor for one lethal, and 3 glamor and a willpower for ag.Takes one minute per level of damage healed.
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<big>''' 4 Elemental Blast'''</big>
  
lvl 4 Brothers in Arms- Whenever an ally is struck you may choose to take the damage he is taking in his place. He must be in the same room as you. This is a reflexive power.
+
'''Challenge:''' Phys(athletics) vs Phys(Defense)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' 1 attack
  
Lvl 5-Stone Skin  -  Aegis - Mirror
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Spend a glamour per blast. You may fire a beam of your element at a target the beam has +4 traits and deals 3 of the appropriate damage type. Wood Air Earth and Water do lethal Fire does ag. This damage cannot be increased by any means. Uses athletics as a retest to attack vs your opponent’s defense.
  
 +
<big>'''5 Summon Elemental '''</big>
  
=== '''Unblinking Eye of Hyperion''' ===
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'''Challenge:''' none
 +
'''Cost:''' One glamour
 +
'''Duration:''' 1 scene
 +
 
 +
(Helper) Summons a monster made of your element into the room. Has 15 traits in all things and 3 retests in all combat abilities. 10 health levels and deals 2 Lethal. Earth gains +5 health. Fire does AG. Water has 4 retests. Air does 1 less damage but can only be hurt by fire. It attacks during the helper round and cannot be resummoned if it dies.
 +
 
 +
== '''Art of the Chariot:''' ==
 +
 
 +
<big>'''1 Controlling the Steel Steed'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' none
 +
'''Duration:''' Permanent
 +
 
 +
Changelings with this contract gain an additional 2 traits on all drive challenges, Furthermore, you don’t need to make an athletics check to exit a moving vehicle or an action to jump out.
 +
 
 +
<big>'''2 Instant Chop Shop'''</big>
 +
 
 +
'''Challenge:''' Mentals(Drive) vs mentals(awareness)
 +
'''Cost:''' 1 Drive 1 Glamour
 +
'''Duration:''' 1 Hour
 +
 
 +
Spend a Drive and a glamour, for the next hour you may alter the superficial physical description of any vehicle you are in. This includes making your car look like a police cruiser. Seeing through this power uses auspex vs obfuscate rules.
 +
 
 +
<big>'''3 Guidiamo'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' 1 scene
 +
 
 +
Expend a glamour. Your steed or vehicle doubles its speed and cannot be kept up with by anyone with speed less than celerity 5. Lasts a scene
 +
 
 +
<big>'''4 Twisted Steel'''</big>
 +
 
 +
'''Challenge:''' Phys/Ment(Drive) vs Phys(defense)
 +
'''Cost:''' none
 +
'''Duration:''' 1 attack
 +
 
 +
You deal 5L damage when striking someone with your motor vehicle while driving it. Striking someone with a vehicle is a driving challenge vs their defense or drive if your opponent is also driving. You may use mentals or physicals.
 +
 
 +
<big>'''5 Sitting in My Tin Can'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 willpower 1 glamour
 +
'''Duration:''' 1 round
 +
 
 +
Spend a willpower and a glamour, your vehicle ignores the next 20 points of damage. This lasts until the end of the round.
 +
 
 +
=='''Art of Stone'''==
 +
 
 +
<big>'''1 Enduring Stone '''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' none
 +
'''Duration:''' permanent
 +
 
 +
You gain a health level per level in this contract, and you take ½ damage from not cold iron firearms, this power also stops any bleed out and prevents any new bleed out. This is a permanent effect and requires no glamour.
 +
 
 +
<big>'''2 Strong as the Hill'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' none
 +
'''Duration:''' Permanent
 +
 
 +
Your unarmed attacks deal 3B but can only ever deal bashing.
 +
 
 +
<big>'''3 Blood from a stone '''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' One action
 +
 
 +
This power Allows you to spend glamour to heal One glamor for 3 bashing, one glamour for two lethal, and 3 glamor and a willpower for ag. Only 1 point of aggravated damage can be healed per scene.
 +
 
 +
<big>'''4 Brothers in Arms '''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one source of damage
 +
 
 +
Whenever an ally is struck you may choose to take the damage he is taking in his place. He must be in the same room as you. This is a reflexive power. After you take the damage, you may immediately refill any 1 skill of your choice without spending a willpower.
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 +
<big>'''5 Stone Skin '''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 perm willpower
 +
'''Duration:''' 1 round
 +
 
 +
This power allows you to activate Aegis, gaining a force shield of 12 temporary health levels as the vampire power.
 +
 
 +
== '''Unblinking Eye of Hyperion''' ==
  
 
   
 
   
 
Yes Vampires with Mytherceria can use this.... no it is not a good idea as it provides no protection from its own effects.  
 
Yes Vampires with Mytherceria can use this.... no it is not a good idea as it provides no protection from its own effects.  
  
lvl 1: Home and Hearth - Expend one glamour. The room is toasty and warm or cool and pleasant for one full hour, brought to the comfort level of the caster. If the caster is outdoors field goes for 50 feet. You are up two traits for the remainder of the scene.  
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<big>'''1 Home and Hearth '''</big>
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 +
'''Challenge:''' none
 +
'''Cost:''' one glamour
 +
'''Duration:''' one hour
 +
 
 +
Expend one glamour. The room is toasty and warm or cool and pleasant for one full hour, brought to the comfort level of the caster. If the caster is outdoors, the field goes for 50 feet. You are up two traits for the remainder of the scene.
 +
 
 +
<big>'''2 Gift of Prometheus '''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' one glamour
 +
'''Duration:''' one attack
 +
 
 +
Spend a glamour and add an Ag to your weapon for the next attack. This does not stack with itself and can only be used once per round. It does not take an action
 +
 
 +
<big>'''3 Brilliance of Hyperion '''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' one occult  retest
 +
'''Duration:''' one scene
 +
 
 +
Spend an occult. Character glows with the light of the sun for 200 feet in every direction and cannot engage in stealth challenges but gains 2 trait bonus to leadership. Light is not true sunlight but reflected, doing merely 1 lethal per round to those affected by sunlight and triggering a difficulty 3 fear frenzy. This also dispels any darkness(i.e., obtenebration or contract of darkness).
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 +
<big>'''4 Blessing of the Sun '''</big>
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 +
'''Challenge:''' none
 +
'''Cost:''' 1 wp, 1 glamour
 +
'''Duration:''' one day
  
LVL 2: Gift of Prometheus- Spend a glamour and add an Ag to your weapon for the next attack. This does not stack with itself and can only be used once per round. It does not take an action
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Spend 1 willpower and 1 glamour and ten minutes reflecting on the beauty of the sun (The sun must be in the sky to use this power.) While this power is active you may choose 1 of  attacks you make and it will hit and one attack against you will miss, as long you bear the mark of Hyperion upon your head. The attack that hits is infused with the power of the sun and does Agg. Once the sun rises the next day the power must be recast. You may only activate this power once per day.  While you bear the mark undead and wyrm creatures take 1 unsoakable aggravated damage per round in its presence.  
  
lvl 3: Brilliance of Hyperion - Spend an occult. Character glows with the light of the sun for 200 feet in every direction and cannot engage in stealth challenges, but gains 2 trait equipment bonus to leadership. Light is not true sunlight but reflected, doing merely 1 lethal per round to those affected by sunlight and triggering a difficulty 3 fear frenzy. This also dispels any darkness( ie inteneration or contract of darkness).
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<big>'''5 Rage of Apollo '''</big>
  
lvl 4: Blessing of the Sun- Spend 1 willpower 3 glamour and ten minutes reflecting on the beauty of the sun (The sun must be in the sky to use this power.) This next attack you make will hit and the next attack against you will miss. This power does not activate against any other member of the summer court. Once the sun sets this power ends.
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'''Challenge:''' none
 +
'''Cost:''' 1 wp, 2 glamour  
 +
'''Duration:''' permanent
  
lvl 5: Rage of Apollyon - Spend 1 willpower and 2 glamour. All illusions, all obfuscate, concealment or stealth magics end unless the caster of the illusion spends a willpower for each round to maintain the effect as the caster radiates sunlight (this has the effects of the afternoon sun for those creatures who take damage from sunlight (2 ag)) for 100 yards in every direction. Elder level powers (6 and up) are maintained at no cost but all things or people hidden through mundane means are revealed. Costs 2 glamour per round to maintain. While this light is sunlight and does sunlight damage the time is not daytime thus it does not deplete a kindred's access to their powers or traits nor does it cause torpor, the frenzy difficulty for those within the effect is 4.
+
Spend 1 willpower and 2 glamour. All illusions, all obfuscate, concealment or stealth magics end unless the caster of the illusion spends a willpower for each round to maintain the effect as the caster radiates sunlight (this has the effects of the afternoon sun for those creatures who take damage from sunlight (2 ag)) for 100 yards in every direction. Elder level powers (6 and up) are maintained at no cost, but all things or people hidden through mundane means are revealed. Costs 2 glamour per round to maintain. While this light is sunlight and does sunlight damage the time is not daytime thus it does not deplete a kindred's access to their powers or traits nor does it cause torpor, the frenzy difficulty for those within the effect is 4.
  
=== '''Art of Wandering''' ===  
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== '''Art of Wandering''' ==  
  
 
There is power to knowing where you are going, and there is even more power in knowing where everyone is going Uses Streetwise as retest. Catch: consumes 1 ounce of mercury per level per use.
 
There is power to knowing where you are going, and there is even more power in knowing where everyone is going Uses Streetwise as retest. Catch: consumes 1 ounce of mercury per level per use.
  
lvl 1 Sounding - Spend a Streetwise and touch a songline to know its Key and a short 2 to 3 sentence description of the nearest waypoint or freehold or Node in either direction along the line.
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<big>'''1 Sounding '''</big>
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 +
'''Challenge:''' none
 +
'''Cost:''' 1 streetwise
 +
'''Duration:''' Instant
 +
 
 +
Spend a Streetwise and touch a songline/leyline and get a short 2 to 3 sentence description of the nearest waypoint or freehold or Node in either direction along the line and the way to it. Standing on the line can also generate a key, allowing a human to enter the dreaming or you to gain access to a waypoint.
 +
 
 +
<big>'''2 Whoever Knocks '''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' Instant
 +
 
 +
Spend a Glamour and touch a Waypoint, freehold, or place of power in order to know the person who rules there and the laws and bans of the place, assuming there are any. Breaking the ban/law of a freehold causes characters to lose ties in the freehold (even if they normally win ties) and they take a -4 trait penalty for their trouble.
 +
 
 +
<big>'''3 Adaptation '''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' One day
 +
 
 +
Spend a Glamour. The caster transforms into a form that can withstand the natural effects of an area for an hour. For instance, one would sprout gills to swim underwater, turn into living flame in lava, etc. A changeling with this power needs only check for a point of nightmares every 10 seasons rather than 1 in the dreaming. This adaptation does not help with things that are not the natural environment - for example a person could use this power to stand in a volcano but still be burned by a cigarette while standing there.
 +
 
 +
<big>'''4 Quicksilver '''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour/person
 +
'''Duration:''' Instant
  
lvl 2 Whoever Knocks - Spend a Glamour and touch a Waypoint or place of power in order to know the person who rules there and the laws and bans of the place, assuming there are any.  
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Spend a Glamour per person in your group. Link hands, and everyone in the group is whisked along to the next point along a songline, provided there is no intervening person or obstacle. The party stops when they arrive at their destination or reach a person or obstacle. It takes 5 minutes to travel. This power has no distance limit in the wyld reaches or the dreaming but takes you to the next closest node in Gaia.
  
lvl 3 Adaptation - Spend a Willpower. The caster transforms into a form that can withstand the natural effects of an area for an hour. For instance, one would sprout gills to swim underwater, turn into living flame in lava, etc. This power mitigates the spiritual effects of the Never Never so that they apply hourly instead of per round. This power does not work in the Primal Chaos. This adaptation does not help with things that are not the natural environment - for example a person could use this power to stand in a volcano but still be burned by a cigarette while standing there.
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<big>'''5 Song Map '''</big>
  
lvl 4 Quicksilver - Spend a Glamour per person in your group. Link hands, and everyone in the group is whisked along to the next point along a songline, provided there is no intervening person or obstacle. The party stops when they arrive at their destination reach a person or obstacle. It takes 5 minutes to travel.
+
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' Until dismissed
  
Lvl 5: Song Map - You gain the ability to summon forth a map of the surrounding waypoints. The map shows the surrounding 50 miles and shows you the location of all of the waypoints and songlines, and Nodes as they currently stand. It also shows you when any songline is in use but not who is using it.
+
You gain the ability to summon forth a map of the surrounding waypoints. The map shows the surrounding 50 miles and shows you the location of all of the waypoints and songlines, and Nodes as they currently stand. It also shows you when any songline is in use but not who is using it. Using a song map in the dreaming/wyld gives you the same information but the distance might be much greater than 50 miles.
  
=== '''Art of Mirrors''' ===  
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== '''Art of Mirrors''' ==  
 
Illusions have power, we learned this when we escaped, they bought us time or the ability to look as though we belonged. They can kill just as easily as they can deceive as long as the viewer believes them.  
 
Illusions have power, we learned this when we escaped, they bought us time or the ability to look as though we belonged. They can kill just as easily as they can deceive as long as the viewer believes them.  
  
lvl 1 Gurning - cost 1 glamour and 10 minutes, lasts until the next sunrise. Allows the caster to change the shape of their surface skin. It is a mental challenge vs. the target's social traits to disguise yourself as a specific person.  
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<big>'''1 Gurning'''</big>
 +
 
 +
'''Challenge:''' Mentals(subterfuge) vs socials(willpower)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one day
 +
 
 +
This art costs 1 glamour and takes 10 minutes to cast, lasts until the next sunrise. Allows the caster to change the shape of their surface skin. It is a mental challenge vs. the target's social traits to disguise yourself as a specific person.
 +
 
 +
<big>'''2 Ihre Nase'''</big>
 +
 
 +
'''Challenge:''' Mentals(subterfuge) vs socials(willpower)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one day
 +
 
 +
As per Gurning. A mental challenge to use on others using mentals(subterfuge) vs mentals(willpower) the disguise fades at the end of the scene You can disguise up to 5 people at a time.
 +
 
 +
<big>'''3 Phantom Step'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour/step
 +
'''Duration:''' One scene or until dismissed
 +
 
 +
You can step into and wait inside of reflective surfaces. If the surface takes damage, you are ejected. You cannot be seen inside of the reflective surfaces except by those with leave auspex 4 equivalents or greater. You can also step to any other window or mirror able to be seen in the reflection, but each step costs a glamour. You cannot take offensive actions from the other side of the mirror.
 +
 
 +
<big>'''4 House Of Mirrors'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one Scene
  
lvl 2 Ihre Nase - As per Gurning. A mental challenge to use on others.
+
Your power over illusions has extended to your environment. By spending a glamour, you can make an area up to the size of a room look, feel, sound, smell, and taste however you want. This cannot cause damage. This power does not extend to people in the room, they still look, smell etc., as they did before entering. Seeing through the illusion requires auspex 5 equivalents. And while the illusion is active you may use level 3 of this power to take 1 step to be anywhere in the room.
  
lvl 3 Phantom Step. You can step into and Wait inside of reflective surfaces. If the surface takes damage you are ejected.
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<big>'''5 Crystalline Knight'''</big>
  
lvl 4 House of Cards - Your power over illusions has extended to your environment. You can make an area up to the size of a room look, feel, sound, smell, and taste however you want. This cannot cause damage. This power does not extend to people in the room, they still look, smell etc, as they did before entering. People in the room must spend willpower to disbelieve.
+
'''Challenge:''' None
 +
'''Cost:''' 2 glamour
 +
'''Duration:''' one scene
  
Lvl 5- Crystalline Knight- Cost 2 glamour Duration 1 scene. Every Crystal Knight is identical it is a Suit of armor composed of chunks of mirrored glass. Wielder gets +3 social traits to everything. You may only use physical disciplines while donning the armor. The wielder gains +5 physical traits and 3 additional health level. The wielder inflicts lethal damage in brawling combat and does an additional level of lethal above and beyond whatever their current total might be. The user may dismiss this power at will for no cost.
+
Every Crystal Knight is identical; it is a Suit of armor composed of chunks of mirrored glass. Wielder gets +3 social traits to everything. Vampires may only use physical disciplines while donning the armor, changelings may use whatever arts they’d like. The wielder gains +5 physical traits and 3 additional health levels. The wielder inflicts lethal damage in brawling combat and does an additional level of lethal above and beyond whatever their current total might be. The user may dismiss this power at will for no cost.
  
=== '''Art of Air’s Glory''' ===
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== '''Art of Air’s Glory''' ==
  
This all mirrors Celerity
+
This all mirrors Celerity 1 glamour activates air's glory 1-3 together if you have them, 4 and 5 require additional expenditures.
  
lvl 1 Subtle Manipulations- +1 step
+
<big>'''1 Subtle Manipulations'''</big>
  
lvl 2 Marathon - 3 extra steps per round no glamour cost, also no longer take step penalties
+
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one round
  
Lvl 3 Fleet- extra action as per celerity 3.
+
Activating this gives you +1 step/level and you move on celerity tick equal to your level in air’s glory.
  
Lvl 4 Sprinter- 3 extra steps per round no glamour cost
+
<big>'''2 Marathon'''</big>
  
lvl 5 Quick on the Draw. - Gives you an additional action but no additional steps. This action takes place on the 3rd action tick. You get the ability to attack but you get no additional steps during this action. * Mirror of Celerity*
+
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one scene
  
=== '''Art of Wiles''' ===
+
You gain the ability to run for as long as you wish at your top speed, and also cannot fall from tall heights so long as you have anything at all to balance on you can be pushed.
  
 +
<big>'''3 Fleet'''</big>
  
lvl 1: Find Flaw - Engage in mental challenge with subject. If successful, know their lowest virtue. and lowest trait category
+
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one round
  
lvl 2: Object of Scorn - Point at a subject and loudly and in a clear voice deride them. Engage a mental challenge; subject is down 2 self-control for an hour.
+
Spend a glamour for 1 extra action as per celerity 3.
  
lvl 3: Scorn- Caster must engage subject in conversation for a full minute. Incites a difficulty 4 anger frenzy in the target resisted with self-control. Even if the subject is in no way subject to frenzy a killing rage overtakes them, aimed at the caster in which the frenzy rules apply. Get a staffer.
+
<big>'''4 Running From the Hunt'''</big>
  
lvl 4: Tripping Your Fellow Man - Mental challenge. Expend a glamour and change the target of any existing occurring frenzy. In short, you decide who someone is frenzying on.
+
'''Challenge:''' none
 +
'''Cost:''' 1 glamour or 1 perm wp
 +
'''Duration:''' one round
  
lvl 5. Outrunning The Bear - Spend willpower. The Caster is the lowest priority target for frenzied creatures in the room for one hour, frenzies still occur as normal but must choose another target if one is present. The caster cannot be the target of effects produced by a frenzying creature, including creatures in a permanent frenzy.
+
You may spend 1 glamour to escape the scene as celerity 4 at the end of the round. By spending a permanent willpower instead of a glamour, while in  
 +
the dreaming no one can follow you with this power.
  
=== '''Howl of the Wendigo''' ===
+
<big>'''5 Quick on the Draw'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one round
 +
 
 +
Gives you an additional this action takes place on the helper action tick. This 3rd action may only be used to attack and is Mirror of Celerity 5. You cannot use helper powers with this power.
 +
 
 +
== '''Art of Wiles''' ==
 +
 
 +
<big>'''1 Find Flaw'''</big>
 +
 
 +
'''Challenge:''' Ment(investigation) vs ment(subterfuge)
 +
'''Cost:''' None
 +
'''Duration:''' Instant
 +
 
 +
Engage in a mentals (investigation) vs mentals(subterfuge) challenge with subject. If successful, you know their lowest virtue and lowest trait category.
 +
 
 +
<big>'''2 Object of Scorn'''</big>
 +
 
 +
'''Challenge:''' Ment(intimidation) vs Ment(willpower)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one round
 +
 
 +
Point at a subject and loudly and in a clear voice deride them, then Engage a mental challenge Mentals(intimidation) vs mental(willpower); if successful the subject is down 2 self-control for an hour.
 +
 
 +
<big>'''3 Scorn'''</big>
 +
 
 +
'''Challenge:''' Self-control vs diff(4)
 +
'''Cost:''' 0 or 1 glamour
 +
'''Duration:''' one scene
 +
 
 +
To activate this power the caster must engage the subject in conversation for a full minute. This incites a difficulty 4 anger frenzy in the target resisted with self-control. Once per scene you can spend a glamour to target someone you haven’t engaged in conversation otherwise this power has no cost. Even if the subject is in no way subject to frenzy a killing rage overtakes them, aimed at the caster in which the frenzy rules apply. Get a staffer.
 +
 
 +
<big>'''4 Tripping Your Fellow Man'''</big>
 +
 
 +
'''Challenge:''' Ment(subterfuge) vs Ment(willpower)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' instant
 +
 
 +
This power upgrades scorn if your target frenzies you may Expend a glamour and pick the target of that frenzy. You may also make a mentals(subterfuge) vs mental(willpower) on anyone already frenzying and change the target of their frenzy. This power explicitly works on targets in frenzy
 +
 
 +
<big>'''5 Poking the bear'''</big>
 +
 
 +
'''Challenge:''' Mentals(intimidation) vs Mentals(willpower)
 +
'''Cost:''' 1 wp
 +
'''Duration:''' one scene
 +
 
 +
Spend 1 willpower and make a mass mentals(intimidation) vs mentals(willpower) check vs everyone in the room, those who fail, frenzy at a target chosen by the caster. The Caster is the lowest priority target for frenzied creatures in the room for one hour, frenzies still occur as normal but must choose another target if one is present. The caster cannot be the target of effects produced by a frenzying creature, including creatures in a permanent frenzy.
 +
 
 +
== '''Howl of the Wendigo''' ==
  
 
Uses Science as a retest.
 
Uses Science as a retest.
  
lvl 1: Bank the Blaze - A chill breeze whips through the room, extinguishing or dampening all fires or sources of heat. Every fire (not sunlight, fire) is suppressed, doing two less damage, fires reduced to 0 levels go out. At the end of the round, those not extinguished return to their former size.
+
<big>'''1 Blank The Blaze'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 Glamour 
 +
'''Duration:''' one round (reflexive)
 +
 
 +
A chill breeze whips through the room, extinguishing or dampening all fires or sources of heat. Every fire (not sunlight, fire) is suppressed, doing two less damage, fires reduced to 0 levels go out. At the end of the round, those not extinguished return to their former size. All creatures in the scene take 2 less damage from fire till the end of the round.
 +
 
 +
<big>'''2 Glamour Ice'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour/piece of equipment
 +
'''Duration:''' one day
 +
 
 +
This power creates a 50 lbs. of glamour by spending a glamour. Glamour ice can be crafted into any shape as the user creates it. It can be used to make boxes, weapons, armor etc. up to category 2, glamour armor has no trait penalty. It can make 1 piece of equipment per glamour spent. The ice melts at the end of the day.
 +
 
 +
<big>'''3 Numbing Touch'''</big>
 +
 
 +
'''Challenge:''' Phys(brawl/melee) or ment(science) vs phys(defense)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one scene
 +
 
 +
Spend a glamour and make an attack using physicals(brawl or melee) vs physicals(defense) this attack does no damage but applies a 2 step penalty to the target for the scene, and they must spend an athletics retest per action they wish to take each round, as their joints get cold and their feet freeze to the ground
 +
 
 +
<big>'''4 Armor of Frost'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 wp, glamour
 +
'''Duration:''' one scene activated(Reflexive)
 +
 
 +
Spend a willpower and a glamour. The character's skin is covered in armor of ice, granting four additional health levels. Fire and all heat (including sunlight) do lethal instead of ag. Stacks with armor. The ice heals at a rate of health level/round.
 +
 
 +
<big>'''5 Winter's Sabre'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one scene
 +
 
 +
Spend one glamour. For the scene the character's weapon gains 2 lethal cold damage.
 +
 
 +
== '''Art of Dream''' ==
 +
 
 +
<big>'''1 Pearl Portal'''</big>
 +
 
 +
'''Challenge:''' Socials(survival) vs diff 2
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' instant, then until dreamer wakes
 +
 
 +
Character automatically succeeds at the challenge to enter a person's dream. If for some reason she couldn't enter a dream, before now she can. Changelings can enter a dream automatically in the dreaming and otherwise with a socials(survival) check vs diff 2 outside it standing above a sleeping target. While in a dream the target can attempt to gain 1 glamour per level in this power from the sleeper. Humans ravaged this way take a -3 trait penalty for a number of days per glamour taken. Inside of dreams all tests are simple and are willpower vs willpower. The dreamer cannot take damage, but you can. If the dreamer awakens changelings may spend a willpower to eject themselves into the dreaming, otherwise they are trapped in the dream until the dreamer returns. Changelings can wander from sleeper’s dreams into the dreaming.
 +
 
 +
<big>'''2 Piggyback'''</big>
  
lvl 2: Glamour Ice- Create 5lbs of glamour ice per glamour spent. Glamour ice can be crafted into any shape as the user creates it . It can be used to make boxes, weapons, armor etc. . It has 1 health levels per inch of Ice. It melts at a rate of 1 health level per half hour. Increasing heat or direct application of fire speeds this process greatly.
+
'''Challenge:''' none
 +
'''Cost:''' 1 glamour/person
 +
'''Duration:''' permanent
  
lvl 3: Numbing Touch- spend a glamour touch a target using brawl or melee- this attack does no damage but applies a 2 step penalty to the target for the scene. As their joints get cold and their feet freeze to the ground
+
Costs 1 glamour per additional person and upgrades pearl portal allowing the character may take a number of people into a dream with her equal to her level in art of Dream. This power also allows the changeling to apply the higher levels of this power against targets who are not sleeping.
  
lvl 4: Armor of Frost - Spend a willpower and a glamour. The character's skin is covered in armor of ice, granting three additional health levels. Fire and all heat (including sunlight) do lethal instead of ag. Stacks with armor.
+
<big>'''3 Heal the Dream'''</big>
  
lvl 5: Winter's Sabre - Spend one glamour. For one round the character's weapon gains 2 lethal of cold damage.
+
'''Challenge:''' none
 +
'''Cost:''' 2 glamour/willpower
 +
'''Duration:''' one round
  
 +
The changeling using this ability can provide Willpower to a dreamer. This costs any number of Glamour, for each two Glamour spent the changeling provides one point of Willpower to the dreamer. This cannot take the dreamer above his maximum temporary willpower. The glamour cost of this power is halved if the target is asleep Targets can only be affected by this power once per day.
  
=== '''Art of Dream''' ===
+
<big>'''4 Purify Dream'''</big>
  
lvl 1 Pearl Portal - Character automatically succeeds at the challenge to enter a person's dream. If for some reason she couldn't enter a dream, before now she can.
+
'''Challenge:''' Mentals(expression vs diff(4)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one bluebook action
  
lvl 2 Piggyback - Costs 1 glamour per additional person. The character may take a number of people into a dream with her equal to her level in art of Dream
+
Costs a glamour, caster can dominate a person’s dream to show them the answers they want, with a successful mentals(expression) vs mentals diff 4. This gives them inspiration causing their next science check to reduce the difficulty by 2 instead of 1. Applying this power on an extended check takes an action.
  
lvl 3 Heal the Dream - The changeling using this ability can provide Willpower to a dreamer. This costs a number of Glamour, the changeling spending one Glamour per point of Willpower provided to dreamer. This cannot take the dreamer above his maximum temporary willpower.
+
<big>'''5 Gently Falling Leaves'''</big>
  
lvl 4 Purify Dream - Costs a glamour, caster can dominate a persons dream to show them the answers they want.
+
'''Challenge:''' none
 +
'''Cost:''' 1 perm will
 +
'''Duration:''' instant
  
lvl 5 Gently falling leaves - Costs 1 willpower and 4 glamour. Caster takes no damage from ejection from a dream.
+
By spending a permanent willpower the changeling can make reality a dream for them. After dying they simply wake up in the nearest freehold instantly reincarnated with a new name and face. Those who killed the target remember them as something else as the memory slowly fades like a forgotten dream, replaced with another reason for doing whatever they were doing. (Vampires with myth can use this power but they cease being a vampire and become a new changeling with their abilities wp and traits and 3 dots of new contracts)
  
 
Talk to staff about entering dreams and what you can do there.  
 
Talk to staff about entering dreams and what you can do there.  
  
=== '''Art of Fang and Talon''' All passives ===
+
== '''Art of Fang and Talon''' ==
 +
 
 +
Powers of the Art of Fang and Talon are all passives except level 3 and 5
 +
 
 +
<big>'''1 Senses of the wolf'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' none
 +
'''Duration:''' permanent
 +
 
 +
This power negates 1 of the penalties from blindness, blindfighting and art of darkness 1 remove the other two. They also get +2 traits on any perception based checks but can be stunned by powers that specify heightened senses, as per heightened senses.
 +
 
 +
<big>'''2 Speed of the Cheetah'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' none
 +
'''Duration:''' permanent
 +
 
 +
A changeling with this power gains + 4 Steps per round at no penalty
 +
 
 +
<big>'''3 Skin of the Rhino'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour, 1 survival
 +
'''Duration:''' one scene
 +
 
 +
Spend a glamour and survival to soak one damage for the scene from all sources.
 +
 
 +
<big>'''4 Claws of the Bear'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' none
 +
'''Duration:''' Permanent
 +
 
 +
Your unarmed strikes do 2 additional Lethal damage.
 +
 
 +
<big>'''5 Form of the Chameleon'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one scene
 +
 
 +
(Transformation) Changelings with this power may assume the form of any animal or supernatural you have ever touched. You retain all your traits while in this new form. Any level of damage dealt to you will cause you to revert to your natural form. While in this form your aura can be whatever you like.
 +
 
 +
== '''Art of Leaves''' ==
 +
 
 +
<big>'''1 Path of Leaf Resistance'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one scene
 +
 
 +
(Transformation) Costs 1 glamour and a minute of concentration. Turn into a pile of festive autumnal leaves. You are immune to mental and social effects while you are leaves. If someone consumes or destroys any of the leaves that make you up, you take a lethal and that leaf is no longer part of you. You may move at a rate of one step per round.
 +
 
 +
<big>'''2 Autumn Gust'''</big>
  
Lvl 1 Senses of the Wolf- Heightened Senses
+
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one movement.
  
Lvl 2 Speed of the Cheetah- + 4 Steps per round at no penalty
+
You can now cause a small gust of wind to pick you up and carry you 2 steps per level in this power. Costs 1 glamour each use. You may activate this power instead of moving in which case it doesn’t cost an action. You can be carried upward.
  
Lvl 3 Skin of the Rhino - + Spend a glamour and survival to soak one damage for the scene
+
<big>'''3 Eyes of the Treant'''</big>
  
Lvl 4 Claws of the Bear - + 2 Lethal damage unarmed
+
'''Challenge:''' none
 +
'''Cost:''' none '
 +
'''Duration:''' permanent
  
Lvl 5 Form of the Chameleon -May assume the form of any animal you have ever touched. You retain all your traits while in this new form. Any level of damage dealt to you will cause you to revert to your natural form.
+
You may have the same aura as leaves if you wish, you can also always tell when someone is lying to you.
  
=== '''Art of Leaves''' ===
+
<big>'''4 Harvest Wind'''</big>
  
lvl 1; Path of leaf resistance- Costs 1 glamour and a minute of concentration. Turn into a pile of festive autumnal leaves. You are immune to mental and social effects while you are leaves. If someone consumes or destroys any of the leaves that make you up, you take a lethal and that leaf is no longer part of you. You may move at a rate of one step per round.
+
'''Challenge:''' none
 +
'''Cost:''' 1 glamour  
 +
'''Duration:''' one scene
  
Lv 2: Eyes of the Treant- You  have the same aura as leaves
+
By spending a glamour as an action. You can cause a torrent of leaves to blind and annoy everyone in the room you are in for the scene. Everyone in the room is subject to a 3 trait penalty to all actions and a blindness retest for all physical actions. This is also very loud, anyone using heightened senses in the room is stunned
  
Lvl 3: Autumn Gust - You can now cause a small gust of wind to pick you up and carry you 2 step per level in this power. Costs 1 glamour each use. You can be carried upward.
+
<big>'''5 Autumn's Blessing'''</big>
  
Lvl 4 : Harvest Wind- You can cause a torrent of leaves to blind and annoy everyone in the room you are in. Everyone in the room is subject to a 3 trait penalty to all actions and a blindness retest for all physical actions. This is also very loud, anyone using heightened senses in the room is stunned
+
'''Challenge:''' none
 +
'''Cost:''' 1 wp, 1 glamour
 +
'''Duration:''' one round
  
Lvl 5 : Autumn’s Blessing- Spend a will and a glamour,. your leafy self fills the room, making everyone in it have a discipline level retest against all mental and social powers. If you change back to human form the benefits of this power stop. You may take no other action while in this state.
+
(Transformation) Spend a will and a glamour, your leafy self fills the room, making everyone in it you choose gain an additional discipline level retest against all mental and social powers. If you change back to human form the benefits of this power stop. You may take no other actions while in this state except other powers of this contract. You gain the benefits of level 1 of this power while in this form.
  
=== '''Art of Darkness''' ===
+
== '''Art of Darkness''' ==
 
Uses intimidate as a retest.  
 
Uses intimidate as a retest.  
  
lvl 1 Whistling to the Dark - All sources of light that are not magical, sunlight, or fire in a room go out.
+
<big>'''1 Whistling in the Dark'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' instant
 +
 
 +
Spend a glamour to make all sources of light that are not magical, sunlight, or fire in a room go out. This causes blindness to all but you. This power also allows you to see in darkness as a passive benefit.
 +
 
 +
<big>'''2 Hiding in Plain Sight'''</big>
 +
 
 +
'''Challenge:''' Soc(intimidate) VS Phys(athletics)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one scene
 +
 
 +
Take an action to engage a target in the same room that you can see in a socials vs physicals challenge. You retest with intimidate and the target
 +
retests with athletics. If you succeed the target is blinded as per Oblivion 2 even if there are still magical or natural sources of light in the room. The trait penalties from blindness are doubled if the blindness is caused by this power.
  
Lvl 2 Shadow boxing - take an action to engage a target in the same room that you can see in a socials vs physicals challenge. You retest with intimidate and the target retests with athletics. If you succeed the target is grappled by their shadow until the target takes an action freeing himself from their own shadow. If the target has no shadow this automatically fails.
+
<big>'''3 Shadow Boxing'''</big>
  
Lvl 3 Hiding in plain sight- take an action to engage a target in the same room that you can see in a socials vs physicals challenge. You retest with intimidate and the target retests with athletics. If you succeed the target is blinded as per Oblivion 2
+
'''Challenge:''' Soc(intimidate) vs phys(athletics)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one round
  
lvl 4 The Following Dark - As per Oblivion 2. Cost is 1 Glamour, Takes 1 Action The Shroud can be cast only around yourself. Creates one ten foot diameter sphere centered on your position. The Shroud only extinguishes light within the visible spectrum, and does not extinguish fire or sunlight. You can see through your own shadow. As per Oblivion  2
+
Take an action to engage a target in the same room that you can see in a socials vs physicals challenge. You retest with intimidate and the target retests with athletics. If you succeed the target is grappled by their shadow until the target takes an action freeing himself from their own shadow. They take the standard grapple penalty, but you do not. If the target has no shadow this automatically fails.
  
lvl 5 Bump in the Night - The user must spend willpower and meditate on their shadow. The caster remains conscious and aware of their surroundings but taking any actions breaks the effect. Their shadow detaches and can move around freely as fast as the caster can normally. Their shadow is still bound to the ground and perceives the environment with the character's full mental traits. The shadow gains one additional discipline level stealth retest and cannot interact with its environment.
+
<big>'''4 The Following Dark'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one scene
 +
 
 +
Your shadow begins to animate in the darkness you’ve created, following you closely and keeping you safe. Your shadow absorbs 3 health levels of damage for you each round that are not from fire or sunlight. These health levels work like force shield and do not stack with that power. This power takes an action to activate
 +
 
 +
<big>'''5 Bump in the Night'''</big>
 +
 
 +
'''Challenge:''' none
 +
'''Cost:''' 1 wp
 +
'''Duration:''' one round
 +
 
 +
The user must spend willpower and meditate on their shadow. The caster remains conscious and aware of their surroundings but taking any actions breaks the effect. Their shadow detaches and can move around freely as fast as the caster can normally. Their shadow is still bound to the ground and perceives the environment with the character's full mental traits. The shadow gains one additional discipline level stealth retest and cannot interact with its environment.
 +
 
 +
== '''Cackle of the Pumpkin King''' ==
  
=== '''Cackle of the Pumpkin King''' ===
 
 
uses Intimidate
 
uses Intimidate
  
Lvl 1 : Frightening BOO! Engage in a Social Challenge with a target. If you win, the target is -2 on all Physical, Mental and Social Traits for the purposes of Challenges for the remainder of a scene or an hour, whichever is shorter. The same user may not stack this effect multiple times on the same target. Multiple users may stack this effect multiple times on the same target
+
<big>'''1 Frightening BOO!'''</big>
 +
 
 +
'''Challenge:''' Soc(intimidate) vs soc(willpower)
 +
'''Cost:''' None
 +
'''Duration:''' one scene/hour
 +
 
 +
Engage in a Socials(intimidate) vs socials(willpower) challenge with a target. If you win, the target is -2 on all Physical, Mental and Social Traits  
 +
for the purposes of Challenges for the remainder of a scene or an hour, whichever is shorter. Targets can only be affected by one instance of this power.
 +
 
 +
<big>'''2 Hideous Laughter'''</big>
 +
 
 +
'''Challenge:''' Soc(intimidate) vs soc(willpower)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one round
 +
 
 +
You can bring a target's emotions to a fever pitch, accentuating their drives and quelling their inhibitions. Engage your opponent in a social challenge (intimidate vs willpower), If you succeed, the target loses a Willpower Trait. This power cannot be used outside of the Room you occupy, and you must be able to see the target. Costs 1 glamour. Targets cannot be affected by this power more than once per round.
 +
 
 +
<big>'''3 Rending Flesh'''</big>
 +
 
 +
'''Challenge:''' Phys(Brawl) vs Phys(defense)
 +
'''Cost:''' None
 +
'''Duration:''' instant
 +
 
 +
Spend a single glamour when you touch a wounded person with a physicals(brawl) vs physical(defense). Up to two existing bashing damage becomes lethal, and up to two lethal damage become two ag. Touching unmarred flesh produces two bashing. This effectively makes a character's strikes one wound category more deadly on any victim that is already wounded, e.g., they gain a bashing from the punch you are now throwing and turn a previous punch into a stab.
 +
 
 +
<big>'''4 Banshee's Wail'''</big>
 +
 
 +
'''Challenge:''' Soc(intimidate) vs soc(willpower) No retests awe applies
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' instant
 +
 
 +
Your Voice is a dreadful and terrible thing. Spend a glamour and make a mass Socials(intimidate) vs socials(willpower) Challenge with all targets in the room you cannot discriminate between allies and enemies. If you succeed, the target is paralyzed and cannot move or take actions for a short scene, or 15 minutes, whichever is shorter. Taking a level of damage terminates this effect instantaneously.
 +
 
 +
<big>'''5 Flight of the Wicked'''</big>
 +
 
 +
'''Challenge:''' Courage vs diff(5)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' instant
 +
 
 +
Spend a glamour Everyone in sight of character must make a Courage test of difficulty 5 or flee. Victims may spend willpower for a retest as normal.
 +
 
 +
== '''Art of Fate''' ==
 +
 
 +
<big>'''1 Misstep'''</big>
 +
 
 +
'''Challenge:''' Soc(empathy) vs soc(willpower)
 +
'''Cost:''' 1 empathy
 +
'''Duration:''' one action
 +
 
 +
Spend an empathy and make a social(empathy) vs socials(willpower) challenge. If you succeed your Opponent is at -3  trait penalty to their next action.
 +
 
 +
<big>'''2 Fortune Favors the Brave'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 Empathy
 +
'''Duration:''' one action
 +
 
 +
Spend an empathy. Target is at +3 traits to their next action. The target must be within the same room-sized space as the user.
 +
 
 +
<big>'''3 Delphic Inspiration'''</big>
 +
 
 +
'''Challenge:''' Soc(intimidate) vs soc(willpower)
 +
'''Cost:''' 1 empathy, 1 glamour
 +
'''Duration:''' one challenge
 +
 
 +
As an action spend 1 empathy and 1 glamour to get a <fate> discipline-level retest on your next challenge or to anyone you can see, once per challenge. This power can’t grant a retest on an Extended action.
 +
 
 +
<big>'''4 The Lady's Grace'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' None
 +
'''Duration:''' Permanent
 +
 
 +
Mental level discipline retest. (Doesn’t stack with dominate)
 +
 
 +
<big>'''5 Strands Rewoven'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 wp
 +
'''Duration:''' one round
 +
 
 +
Spend 1 willpower. One extended static action difficulty is reduced by one category. Can only be used once per extended action. Can be combined with the Science Ability. Can be used once per month without an action. Spending the 1 wp cost with this power with your grow background action gives you 1 extra point for that growth, on a grow influence action it gives you 2 integrity.
 +
 
 +
== '''Art of Artifice''' ==
 +
 
 +
<big>'''1 MacGyver'''</big>
 +
 
 +
'''Challenge:''' Ment(expression or craft) vs 10 traits or item’s craft diff
 +
'''Cost:'''
 +
'''Duration:''' instant
 +
 
 +
By making a mentals(expression) or mentals(craft(weapon/armor)) vs 10 traits check the caster May repair an object with a touch. Complex or magical items require
 +
All the pieces to be present and require a successful check against the item’s craft(diff)
 +
 
 +
<big>'''2 Gremlinize'''</big>
 +
 
 +
'''Challenge:''' Ment(expression or craft) vs 10 traits
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one scene
 +
 
 +
By making a mental(expression) or mentals(craft(weapon/armor)) vs 10 traits and looking at any device you may halt its function. If the challenge is successful, the item ceases to function for the scene so long as the caster can see the item. The caster may only gremlinize one object at a time. This works on anything more complex than the wheel. Used on weapons or armor they provide no benefit but can be used as improvised weapons. Magic items are immune.
 +
 
 +
<big>'''3 Shoemaker's Bright Hammer'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' None
 +
'''Duration:''' permanent
 +
 
 +
Gain an additional discipline retest on extended crafting challenge, doesn't stack with other non-contract discipline retests(Yes explicitly any power gained from myth, or any discipline for vampires).
 +
 
 +
<big>'''4 Eye of Balor'''</big>
 +
 
 +
'''Challenge:''' Mentals(expression/craft) vs diff(size+tags)
 +
'''Cost:''' 1 wp
 +
'''Duration:''' permanent
 +
 
 +
Spend a willpower and target an object and engage in a Static Mental Challenge against the item's Traits. If you win, it is destroyed. Normal objects are diff 1, other items are at a diff equal to (size+tags).
 +
 
 +
<big>'''5 Wings of Wax'''</big>
 +
 
 +
'''Challenge:''' Mentals(expression/craft) vs diff(size+tags)
 +
'''Cost:''' 1 wp
 +
'''Duration:''' one day
 +
 
 +
Spend 1 willpower and create in 10 minutes (without a scrounge test needed for materials) any object the crafter can normally craft, on a successful craft check. The item lasts one day.
 +
 
 +
== '''Art of Vainglory''' ==
 +
 
 +
<big>'''1 Token of Favor'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' permanent
 +
 
 +
At the cost of a glamor you can hand someone a token that will make them find their way back to you sometime in the next week, they can always find you. You can give a number of tokens equal to your level in ART of Vainglory.
 +
 
 +
<big>'''2 Splendor of Arcadia'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' None
 +
'''Duration:''' permanent
 +
 
 +
Discipline level retest on all social challenges- also you are so eloquent you can be understood by animals or any creature. Mirror of Animalism 3
 +
 
 +
<big>'''3 Fanfare'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' 1 action
 +
 
 +
Costs 1 glamour - Take a soliloquy and select one person in the room, she gets another challenge to shake off any social or mental disciplines currently affecting them.
  
Lvl 2: Hideous Laughter - You can bring a target's emotions to a fever pitch, accentuating their drives and quelling their inhibitions. Engage your opponent in a Social challenge, If you succeed, the target loses a Willpower Trait. This power cannot be used outside of the Room you occupy, and you must be able to see the target. Costs 1 glamour.
+
<big>'''4 Gaes of the Red Queen'''</big>
  
Lvl 3: Rending Flesh- Spend a single glamour when you touch a wounded person. A up to two existing bashing become lethal, two lethal become two ag. Touching unmarred flesh produces two bashing, but frankly, you could just have spent your effort punching someone for that effect. Does not work multiple times per strike. This effectively makes a character's strikes one wound category more deadly on any victim that is already wounded, e.g. they gain a bashing from the punch you are now throwing and turn a previous punch into a stab.
+
'''Challenge:''' Socials(leadership) vs socials(wp)
 +
'''Cost:''' 1 glamour, 1 wp
 +
'''Duration:''' One hour
  
Lvl 4: Banshee's Wail- Your Voice is a dread and terrible thing. Engage in a Social Challenge with your target. If you succeed, the target is paralyzed and can not move for a short scene, or 15 minutes, whichever is shorter. Taking a level of damage terminates this effect instantaneously.
+
Spend a Glamour and a Willpower then Order someone to do something, The Command must be direct and contain no conjunctions. The target gets one hour to complete the task, or they lose 2 willpower and take 5 unsoakable ag. They must begin the task immediately or take the damage, they may not finish what they’re doing and then complete the task. Any new Geas will override the current Geas.
  
Lvl 5: Flight of the Wicked - Everyone in sight of character must make a Courage test, the difficulty of the character's level in the power, or flee. Victims may spend willpower for a retest.
+
<big>'''5 Echoes of the Llano'''</big>
  
=== '''Art of Fate''' ===
+
'''Challenge:''' Self control vs Diff(caster’s expression score) 
 +
'''Cost:''' 1 wp
 +
'''Duration:''' One scene(until dismissed)
  
lvl 1 Misstep - Spend empathy; social challenge. Opponent is at -2 to next action.
+
History abounds with stories of the power of the voice to influence and lull its listener’s hearts and souls. The Siren’s call has led many an individual to his ultimate demise, despite his unwillingness to heed its song. The performer of Echoes of Llano spends a Willpower and then makes some sort of performance, preferably playing a musical instrument or singing. For the duration of the performance, the caster cannot make any other actions but is allowed their full move during the performance. All those within line of hearing or sight may still act as they please but can only move towards the caster. No other movement is allowed be it flight, teleportation or any other form of travel, all must go towards the caster, using the only type of movement allowed by this power: walking or crawling. If you are flying, you must land. A willpower may be spent by the targets to make a social challenge to resist its effects. Mortals cannot resist the beckoning of the Changelings performance. Targets can make a self-control check at a difficulty of the caster’s expression skill to stand still. This power in no way protects the caster from harm, targets can still fight, talk, use powers, or what have you as they see fits.
  
lvl 2 Fortune's Bold Favor - Spend empathy. Target is +2 to next action. The target must be within same room-sized space as the user. Can push someone past trait max
+
== '''Art Of Scrying''' ==
  
lvl 3 Delphic Inspiration - Spend 1 empathy and 1 glamour get a <fate> discipline-level retest on next challenge. Doesnt work on Extended
+
Art of Scrying uses Awareness as a retest.  
  
lvl 4 The Lady's Grace - Spend 1 empathy and 1 Willpower gain a <fate> discipline retest for the next round. Doesnt work on Extended
+
<big>'''1 How are You?'''</big>
  
lvl 5 Strands Rewoven - Spend 1 willpower. The extended static action difficulty is reduced by one category. Can only be used once per extended action. Can be combined with Science Ability. Can be used once per month without penalty
+
'''Challenge:''' Ment(Awareness) vs 10 traits
 +
'''Cost:''' None
 +
'''Duration:''' One action
  
=== '''Art of Artifice''' ===
+
Target someone you can see and Make a Mentals(awareness) check vs 10 traits, if you succeed the target must tell you their current emotional state, and lowest virtue.
  
lvl 1 MacGyver - May repair an object with a touch. Complex or magical items require A) All the pieces to be present and B) A Simple test
+
<big>'''2 What are You?'''</big>
  
lvl 2 Gremlinize - Static mental challenge, look at any device. If the challenge is successful the item ceases to function for as long as the caster's gaze is maintained. This works on anything more complex than the wheel.
+
'''Challenge:''' Ment(Awareness) vs 10 traits
 +
'''Cost:''' None
 +
'''Duration:''' One action
  
lvl 3 Shoemaker's Bright Hammer - Gain an additional discipline retest on extended crafting challenge, doesn't stack with other discipline retests.
+
This power upgrades a seat on the couch but if you succeed the creature also states their creature type clearly
  
lvl 4 Eye of Balor - Spend willpower You target an object and engage in a Static Mental Challenge against the item's Traits. If you win, it is destroyed. Normal objects have 5 traits, +5 for non-combustible items like swords or bricks, additional +5 if the item is magical.
+
<big>'''3 Where are You?'''</big>
  
lvl 5 Wings of Wax - Spend willpower and create in 30 minutes (without a scrounge test needed for materials) any object the crafter can normally craft. The item lasts a number of days per level of power.
+
'''Challenge:''' Ment(Awareness) vs ment(stealth)
 +
'''Cost:''' None
 +
'''Duration:''' Permanent
  
=== '''Art of Vainglory''' ===
+
Allows you to see through obfuscate like powers at a level equal to your rank in this power (Auspex Mirror)
  
Lvl 1 Token of Favor -At the cost of a glamor you can hand someone a token that will make them find their way back to you sometime in the next week
+
<big>'''4 Who are You?'''</big>
  
lvl 2 Splendor of Arcadia - Discipline level retest on all social challenges- also you are so eloquent you can be understood by animals. Mirror of Animalism 3
+
'''Challenge:''' Ment(Awareness) vs social(subterfuge)
 +
'''Cost:''' none
 +
'''Duration:''' One action
  
lvl 3 Fanfare - costs 1 glamour - Take a soliloquy select one person in the room, she gets another challenge to shake off any social or mental disciplines currently affecting them.
+
Make a mentals(awareness) v socials(subterfuge) check vs any target you can see. On a successful challenge, you get to know a contract or Supernatural power
 +
she has at 5 if he has no power at 5 you know he has no power at level 5. You can also use this power to revert all transformations instead of knowing the contract if you wish.
  
lvl 4 Geas of the Red Queen - Spend a Glamour and a Willpower then Order someone to do something, The Command must be direct and contain no conjunctions (If you don’t know what a conjunction is then don’t take this power)The target gets one hour to complete the task or they lose 2 willpower and take 3 unsoakable ag. Any new Geas will override the current geas.
+
<big>'''5 Mind Meld'''</big>
  
lvl 5 Echoes of the LLano -History abounds with stories of the power of the voice to influence and lull its listener’s hearts and souls. The Siren’s call has lead many an individual to his ultimate demise, despite his unwillingness to heed its song. The performer of Echoes of LLano spends a Willpower and then makes some sort of performance, preferably playing a musical instrument or singing. For the duration of the performance, the caster cannot make any other actions but is allowed their full move during the performance. All those within line of hearing or sight may still act as they please but can only move towards the caster. No other movement is allowed be it flight, teleportation or any other form of travel, all must go towards the caster, using the only type of movement allowed by this power, walking or crawling. If you are flying you must land. A willpower may be spent by the targets to make a social challenge to resist its effects. Mortals cannot resist the beckoning of the Changelings performance Targets can make a self-control check at a difficulty of the caster’s performance skill to stand still. This power in no way protects the caster from harm, targets can still fight, talk, use powers, or what have you as they see fit.
+
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' One Scene
  
=== '''Art Of Scrying''' ===
+
Access the minds of your friends, they must be willing, you can now speak wordlessly in each other’s minds until one of you breaks the connection as telepathy. You can link up to 5 people and yourself into one conversation. You must know their exact location to initiate the power. If you are in a mind meld you can attempt to stack your lores together to solve a problem. Each person in the meld with a lore can give a +1 bonus (max +5) to a lore check made by one member of the meld once per scene.
  
Fleeting spring uses Awareness as a retest.
+
== '''Hands of Eostre''' ==
  
lvl 1: A Seat on the Couch- Make a static challenge against the target, if you succeed the target must tell you their current emotional state
+
<big>'''1 Spring Cleaning'''</big>
  
lvl 2 : What are you? - Make a static challenge against the target, if you succeed the creature states their creature type clearly
+
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' One night
  
lvl 3: Where are you? - Allows you to see through obfuscate like powers at a level equal to your rank in this power ( Auspex Mirror)
+
The caster spends one glamor and touches the subject. The subject is cured of anyone poison, drug, Mental Flaw or mundane disease that the caster knows about for one night. This power lasts for 10 minutes for Malks.
  
Lvl 4: Who are you? - Social v mentals costs 1 glamour. on a successful challenge, you get to know a contract or Supernatural power she has at 5 if he has no power at 5 you know he has no power at level 5.
+
<big>'''2 Clear as Summer's Day'''</big>
 +
'''Challenge:''' None
 +
'''Cost:''' none
 +
'''Duration:''' permanent
  
Lvl 5 Mind Meld- Access the minds of your friends, They must be willing, You can now speak wordlessly in each others minds until one of you breaks the connection. You can link up to 5 people into one conversation You must know their exact location to initiate the power. This only works on creatures with at least 3 virtues.
+
This power upgrades spring cleaning so even flaws and disabilities that are incurable, permanent or otherwise untreatable are temporarily suppressed for one hour.
  
=== '''Hands of Eostre''' ===
+
<big>'''3 Grass Underfoot'''</big>
 +
'''Challenge:''' None
 +
'''Cost:''' 2 glamour
 +
'''Duration:''' Instant
  
lvl 1 Spring Cleaning - The caster spends willpower and one glamor and touches the subject. The subject is cured of anyone poison, drug, Mental Flaw or mundane disease that the caster knows about for one night. 10 minutes for Malks.
+
Spend 2 glamour. Grass and flowering plants spring up under the feet of the caster. All plants in the room bloom and grow as if they have had a season of growth. Everything in the room with the caster except the caster himself, friend or foe, for good or ill, is cleansed of toxins and diseases and regains one health level, creatures can only be healed this way by this power once per scene. Plants in the room that you have used this on bend towards you for an hour as though you are the nurturing sun.
  
Level 2 Clear as summer's day - Even flaws and disabilities that are incurable, permanent or otherwise untreatable are temporarily suppressed for one hour.
+
<big>'''4 Graceful Hand of Renewal'''</big>
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' Instant
  
lvl 3 Graceful Hand of Renewal - Touch target wound and spend one glamour. The wound is downgraded one stage from ag to lethal or from lethal to bashing or bashing to heal.
+
You can Touch a target and spend one glamour. This heals up to 3B, 2L, or 1A. You can also use this power to awaken someone who is unconscious regardless of their damage, they still die or fall into torpor if they take more damage, but they can act.
  
Lvl 4 Grass Underfoot - Spend one willpower and 2 glamour. Grass and flowering plants spring up under the feet of the caster. All plants in the room bloom and grow as if they have had a season of growth. Everything in the room with the caster except the caster himself, friend or foe, for good or ill, is cleansed of toxins and diseases and regains one bashing health level. If they have no bashing a lethal is downgraded to bashing, if they have no lethal an ag is downgraded to lethal. This effect costs 2 glamour per round to maintain. Plants in the room that you have used this on bend towards you for an hour as though you are the nurturing sun.
+
<big>'''5 March of Passing Seasons'''</big>
  
Lvl 5 March of Passing Seasons -Spend willpower and touch a subject. Over the next ten minutes, the subject will heal all wounds and afflictions to their person. Will not heal the curse of caine, but allows people to buy off other flaws. Can also be used to allow a change of nature, place someone on a new path or morality without their humanity lowering to 1, or remove augmentations from a person.
+
'''Challenge:''' None
 +
'''Cost:'''  1 glamour, 1 wp
 +
'''Duration:''' 10 minutes
  
 +
Spend one willpower and one glamour and touch a subject. Over the next ten minutes, the subject will heal all wounds and afflictions to their person. Will not heal the curse of Caine, but allows people to buy off other flaws, if they have the experience to do so. Can also be used to allow a change of nature, place someone on a new path or morality without their humanity lowering to 1 or remove augmentations from a person. This power can only affect a target once per month.
  
following are contracts that are not aligned with any courting Days- \
+
== '''Art of Goblins Glee''' ==
  
 
Misc contracts-------
 
Misc contracts-------
The following contracts are not aligned with any of the courts. They are powered by other entities.
+
This contract and balor-one eye are not aligned with any of the courts. They are powered by other entities.
 +
 
 +
<big>'''1 Grenadier'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' One hour
 +
 
 +
You may spend a glamor to create an explosive with a crafting difficulty up to the number of levels of this power. It takes ten minutes to make, requires no materials, is rendered inert after one hour if not used, and only one explosive can be active with this power at any given time.
 +
 
 +
<big>'''2 Duck and Cover'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 athletics
 +
'''Duration:''' One explosion
 +
 
 +
Spend an athletics retest and all non cold iron damage you take from an explosion is ignored.
 +
 
 +
<big>'''3 Splash Damage'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' None
 +
'''Duration:''' Permanent
 +
 
 +
Explosives you use have a radius of Room instead of the standard 3 steps.
 +
 
 +
<big>'''4 Fastball Special'''</big>
 +
 
 +
'''Challenge:''' Phys(firearms) vs Phys(defense)
 +
'''Cost:''' None
 +
'''Duration:''' Perm
 +
 
 +
You can hit a person with a thrown explosive with a physicals(firearms) vs physical(defense) check and cause 4B damage. The explosive will still go off.
 +
 
 +
<big>'''5 Instant Messaging'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' None
 +
'''Duration:''' Perm
 +
 
 +
An explosive you activate can go off at any point during the action you activated it instead of during the explosive action. Finally, your explosives do 1 additional damage.
 +
 
 +
== '''Demonic contract of Balor One-Eye''' ==
 +
 
 +
<big>'''1 Deny Weakness'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 intimidate
 +
'''Duration:''' One damage source
 +
 
 +
The user can spend an intimidate retest to convert one agg from cold iron to lethal from one attack, if the user is of house balor all damage taken from the cold iron source is bashing instead.
 +
 
 +
<big>'''2 Deny Wealth'''</big>
 +
 
 +
'''Challenge:''' Ment(intimidate) vs ment(willpower)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' One Night
 +
 
 +
The user can make a mentals(intimidate) vs mentals(willpower) test against a person and if they succeed, they can suppress their ability to access their resources and influences for the night. Only 1 target can be affected by this power at a time.
 +
 
 +
<big>'''3 Deny Limitations'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' One scene
 +
 
 +
The user can spend a glamor and call the benefits of ambidextrous, well equipped, or color-coordinated for one scene or one hour, allowing them to call 2 traits from their off-hand item.
 +
 
 +
<big>'''4 Deny Life'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' one scene/permanent
 +
 
 +
The user can spend one glamour to convert up to two levels of damage from a weapon to agg for the scene. This also causes melee weapons to do an additional damage (does not stack with potence 5).
 +
 
 +
<big>'''5 Deny Power'''</big>
 +
 
 +
'''Challenge:''' Mentals(intimidate) vs mentals(willpower)
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' One action
 +
 
 +
The user can make a mentals(intimidate) vs mentals(willpower) test against a person they can see and if they succeed, they can end any 1 ongoing power on that target and cause the target to lose 3 energy.
 +
 
 +
=='''Art of Naming'''==
 +
 
 +
<big>'''1 Seek and Spell'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' none
 +
'''Duration:''' Permanent
 +
 
 +
A changeling with this power can read any language
 +
 
 +
<big>'''2 Rune'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' One night
 +
 
 +
Spend a glamour inscribe a rune on a piece of equipment for one of three effects
 +
*Fire(weapon deals one agg the first time it hits something)
 +
*Wisdom(A character carrying your wisdom rune can call lore retests as if they had the creator’s level in the lore once per night)
 +
*Charm(The equipment bonus for a socials item with a charm rune is one better for one test)
 +
 
 +
<big>'''3 Runic Circle'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' One scene
 +
 
 +
By spending a glamour the Character Wards themselves with a magical circle on the ground around them. They may ward themselves or their weapon, warding themselves prevents the chosen creature type (Demon/angel, wraith, fera, vampire, human/hunter, changeling, Mage, Spirit, etc.) from attacking them without paying a willpower once per scene. Warding their weapon causes it to do one additional lethal damage against the chosen creature for the scene.
 +
 
 +
<big>'''4 My Name is My Power'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour, 1 wp
 +
'''Duration:''' One challenge
 +
 
 +
By runically inscribing their true name upon their chest the changeling gains the benefit of their true fae form for one challenge, allowing them to gain +5 traits and win ties for this challenge, doing so costs a glamor and a willpower. Creatures without a fae form can't use this power.
 +
 
 +
<big>'''5 Saining'''</big>
 +
 
 +
'''Challenge:''' Ment(lore) vs diff(variable)
 +
'''Cost:''' 1 wp, 1 glamour
 +
'''Duration:''' One bluebook action
 +
 
 +
Uncovering true names is a difficult process, but to begin the changeling spends a willpower and a Glamour and makes an extended Lore check(as an action) depending on the creature they are seeking the name of. If they succeed the power immediately takes effect and causes the character to receive the creature as a 3 dot ally. The character can force up to 3 allies at a time with this power but may trade them in and out if they so desire. As an effect of the power you exchange your knowledge of the creature's name for a good relationship with them, putting you on friendly terms.
 +
 
 +
=='''Art of Dragon's Ire'''==
 +
 
 +
<big>'''1 Confounding Coils'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' None
 +
'''Duration:''' Permanent
 +
 
 +
A changeling with this power is up 2 traits on grapple challenges
 +
 
 +
<big>'''2 Burning Soul'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' None
 +
'''Duration:''' Permanent
 +
 
 +
A changeling with this power may call might on all challenges.
 +
 
 +
<big>'''3 Dragon's Scales'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 1 glamour
 +
'''Duration:''' 1 attack
 +
 
 +
Spend a glamor to have dragonscale armor surround the characters body, it soaks 3 damage for the character for 1 attack, leftover damage rolls over to you. You can only activate dragon’s scales once per round.
 +
 
 +
<big>'''4 Draconic Transformation'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' 2 Glamour
 +
'''Duration:''' One scene
 +
 
 +
(Transformation) You transform into The form of a large white or red dragon and the ability to fly at your speed and +3 physicals.
 +
 
 +
<big>'''5 Arthur's Twin Dragons'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' One Glamour
 +
'''Duration:''' One scene(Activated(reflexive)
 +
 
 +
This power has two effects of which the changeling must pick one at the time of activation.
 +
*Red Dragon- Can spend glamor to refill defense, melee and brawl
 +
*White Dragon -  Add 1 agg of fire to all attacks and can make an unarmed attack from 3 steps away.
 +
 
 +
=='''Art of Chronos'''==
 +
 
 +
<big>'''1 Back Glance'''</big>
 +
 
 +
'''Challenge:''' None
 +
'''Cost:''' None
 +
'''Duration:''' Permanent
 +
 
 +
A changeling with this power can’t be surprised
  
=== '''Art of Goblins Glee''' ===
+
<big>'''2 Cause and Effect'''</big>
  
lv 1 Grenadier: spend a temp will and a glamor. Create an explosive with a crafting difficulty up to the number of levels of this power. It takes ten minutes to make, requires no materials, is rendered inert after one hour if not used, and only one explosive can be active with this power at any given time.
+
'''Challenge:''' None
 +
'''Cost:''' 2 Glamour
 +
'''Duration:''' Instant
  
lv 2 Duck and cover: Spend an athletics retest and all noncold iron damage you take from an explosion is ignored
+
You may spend 2 Glamour to refresh all skill retests of a challenge you just lost.
  
lv 3 Splash damage: Explosives you use have a radius of Room
+
<big>'''3 Bullet Time'''</big>
  
lv 4 Fastball special: You can hit a person with a thrown explosive and cause 3 damage.
+
'''Challenge:''' None
 +
'''Cost:''' 1 Glamour, 1 Athletics
 +
'''Duration:''' 1 action
  
lv 5 Instant messaging: An explosive you activate can go off at any point during the action you activated it instead of during the explosive action.
+
By spending a glamour and an athletics the changeling is immune to ranged attacks for the action. Subsequent activations in the scene require only an expenditure of an athletics retest.
  
=== '''Demonic contract of Balor One-Eye''' ===
+
<big>'''4 Time Dilation'''</big>
  
lv 1. Deny Weakness- The user can spend an intimidate retest to convert down one agg from cold iron to lethal from one attack
+
'''Challenge:''' None
 +
'''Cost:''' None
 +
'''Duration:''' Permanent
  
lv 2 Deny Wealth- The user can make a mentals vs mentals test against a person and if they succeed they can suppress the function of one piece of equipment for one scene or one hour. The user retests with intimidate and the victim can retest with willpower
+
A changeling with this power gains an additional bluebook action. This is a mirror of bardo 4.
  
lv 3 Deny Limitations- The user can spend a glamor and call the benefits of ambidextrous, well equipped, or color-coordinated for one scene or one hour
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<big>'''5 Deja Vu'''</big>
  
lv 4 Deny Life - The user can spend one glamor to convert up one level of damage from a weapon to agg for the scene.
+
'''Challenge:''' None
 +
'''Cost:''' 1 Glamour
 +
'''Duration:''' Instant
  
lv 5 Deny Power - The user can make a mentals vs mentals test against a person and if they succeed they can destroy any one piece of equipment that person is wearing or they can suppress the benefits of an oath for one scene or one hour. The user retests with intimidate and the victim can retest with willpower
+
Spend a Glamour to redo a challenge. Or take a different bluebook action if your action fails.

Latest revision as of 16:08, 15 June 2024

Changelings

Art of Smoke

This is a mirror of Obfuscate

When you were escaping from the wyld you learned how to hide. But hiding is just part one of an ambush. Power cancels supernatural abilities of sight at a 1 for 1 stealth retests. All powers use stealth vs awareness.

1 Hiding In a Teacup

Challenge: None Cost: None Duration: Until dismissed

Calling on your latent ability to warp reality around you, you cause everyone in the room to look around you and never at you. As long as you remain stationary you are invisible to the naked eye. You cannot benefit from any other contract while you are hidden. - Obfuscate lvl 1

2 Cameo Disappearance

Challenge: none Cost: none Duration: until dismissed

You can now move while remaining hidden with levels of this ART.

3 Hidden Between Raindrops

Challenge: none Cost: none Duration: until dismissed

You can appear as another person as per Obfuscate 3

4 Never Unarmed

Challenge: none Cost: 1 glamour/item Duration: 1 hour or scene

You may conceal Weapons on your person You may hide either 3 small-sized items or 2 medium-sized items or 1 large Item. this follows auspex v obfuscate rules to see hidden items. Power lasts 1 hour once turned on. Costs 1 glamour per item hidden. You may also use this power to vanish from the mind's eye.

5 Uncredited Extra

Challenge: none Cost: 1 stealth/person Duration: until dismissed

You may now take up to 5 other people with you while remaining invisible. You must remain within one footstep of each other at all times to remain invisible.

Art of Elements

1 Cloak of Elements

Challenge: none Cost: one survival retest Duration: one round

Spend a survival and soak two damage from all elemental sources attack for the round (elemental sources are, earth, fire, lighting, water, wood, or any aoe effect).

2 Gladius of Elemental Wrath

Challenge: none Cost: One glamour Duration: One scene

Costs 1 glamour. Create a weapon from thin air made from your element. If you drop the weapon it disappears. The weapons have the following traits

  • Fire- Longsword (medium) 2 traits 2 Ag.
  • Water- Whip (medium) 2 traits 3 L reach
  • Earth- Hammer (large)- 3 traits 5 bashing.
  • Wind- Bow (large) 3 traits- 3 bashing Ranged
  • Wood - Staff (large) 3 traits 3 B, fast, staking

3 Elemental Passage

Challenge: none Cost: 1 willpower Duration: 1 round

By spending 1 willpower the caster may step into an amount of their element larger than their surface area (puddle, concrete, tree, bonfire etc.) and can step to any other visible piece of element. If you wish to travel to a point not within sight, you must spend a bluebook to mark it as a waypoint for you. You may have waypoints equal to your level in this contract. Leaving the scene with this power takes place at the end of the round.

4 Elemental Blast

Challenge: Phys(athletics) vs Phys(Defense) Cost: 1 glamour Duration: 1 attack

Spend a glamour per blast. You may fire a beam of your element at a target the beam has +4 traits and deals 3 of the appropriate damage type. Wood Air Earth and Water do lethal Fire does ag. This damage cannot be increased by any means. Uses athletics as a retest to attack vs your opponent’s defense.

5 Summon Elemental

Challenge: none Cost: One glamour Duration: 1 scene

(Helper) Summons a monster made of your element into the room. Has 15 traits in all things and 3 retests in all combat abilities. 10 health levels and deals 2 Lethal. Earth gains +5 health. Fire does AG. Water has 4 retests. Air does 1 less damage but can only be hurt by fire. It attacks during the helper round and cannot be resummoned if it dies.

Art of the Chariot:

1 Controlling the Steel Steed

Challenge: none Cost: none Duration: Permanent

Changelings with this contract gain an additional 2 traits on all drive challenges, Furthermore, you don’t need to make an athletics check to exit a moving vehicle or an action to jump out.

2 Instant Chop Shop

Challenge: Mentals(Drive) vs mentals(awareness) Cost: 1 Drive 1 Glamour Duration: 1 Hour

Spend a Drive and a glamour, for the next hour you may alter the superficial physical description of any vehicle you are in. This includes making your car look like a police cruiser. Seeing through this power uses auspex vs obfuscate rules.

3 Guidiamo

Challenge: none Cost: 1 glamour Duration: 1 scene

Expend a glamour. Your steed or vehicle doubles its speed and cannot be kept up with by anyone with speed less than celerity 5. Lasts a scene

4 Twisted Steel

Challenge: Phys/Ment(Drive) vs Phys(defense) Cost: none Duration: 1 attack

You deal 5L damage when striking someone with your motor vehicle while driving it. Striking someone with a vehicle is a driving challenge vs their defense or drive if your opponent is also driving. You may use mentals or physicals.

5 Sitting in My Tin Can

Challenge: none Cost: 1 willpower 1 glamour Duration: 1 round

Spend a willpower and a glamour, your vehicle ignores the next 20 points of damage. This lasts until the end of the round.

Art of Stone

1 Enduring Stone

Challenge: none Cost: none Duration: permanent

You gain a health level per level in this contract, and you take ½ damage from not cold iron firearms, this power also stops any bleed out and prevents any new bleed out. This is a permanent effect and requires no glamour.

2 Strong as the Hill

Challenge: none Cost: none Duration: Permanent

Your unarmed attacks deal 3B but can only ever deal bashing.

3 Blood from a stone

Challenge: none Cost: 1 glamour Duration: One action

This power Allows you to spend glamour to heal One glamor for 3 bashing, one glamour for two lethal, and 3 glamor and a willpower for ag. Only 1 point of aggravated damage can be healed per scene.

4 Brothers in Arms

Challenge: none Cost: 1 glamour Duration: one source of damage

Whenever an ally is struck you may choose to take the damage he is taking in his place. He must be in the same room as you. This is a reflexive power. After you take the damage, you may immediately refill any 1 skill of your choice without spending a willpower.

5 Stone Skin

Challenge: none Cost: 1 perm willpower Duration: 1 round

This power allows you to activate Aegis, gaining a force shield of 12 temporary health levels as the vampire power.

Unblinking Eye of Hyperion

Yes Vampires with Mytherceria can use this.... no it is not a good idea as it provides no protection from its own effects.

1 Home and Hearth

Challenge: none Cost: one glamour Duration: one hour

Expend one glamour. The room is toasty and warm or cool and pleasant for one full hour, brought to the comfort level of the caster. If the caster is outdoors, the field goes for 50 feet. You are up two traits for the remainder of the scene.

2 Gift of Prometheus

Challenge: none Cost: one glamour Duration: one attack

Spend a glamour and add an Ag to your weapon for the next attack. This does not stack with itself and can only be used once per round. It does not take an action

3 Brilliance of Hyperion

Challenge: none Cost: one occult retest Duration: one scene

Spend an occult. Character glows with the light of the sun for 200 feet in every direction and cannot engage in stealth challenges but gains 2 trait bonus to leadership. Light is not true sunlight but reflected, doing merely 1 lethal per round to those affected by sunlight and triggering a difficulty 3 fear frenzy. This also dispels any darkness(i.e., obtenebration or contract of darkness).

4 Blessing of the Sun

Challenge: none Cost: 1 wp, 1 glamour Duration: one day

Spend 1 willpower and 1 glamour and ten minutes reflecting on the beauty of the sun (The sun must be in the sky to use this power.) While this power is active you may choose 1 of attacks you make and it will hit and one attack against you will miss, as long you bear the mark of Hyperion upon your head. The attack that hits is infused with the power of the sun and does Agg. Once the sun rises the next day the power must be recast. You may only activate this power once per day. While you bear the mark undead and wyrm creatures take 1 unsoakable aggravated damage per round in its presence.

5 Rage of Apollo

Challenge: none Cost: 1 wp, 2 glamour Duration: permanent

Spend 1 willpower and 2 glamour. All illusions, all obfuscate, concealment or stealth magics end unless the caster of the illusion spends a willpower for each round to maintain the effect as the caster radiates sunlight (this has the effects of the afternoon sun for those creatures who take damage from sunlight (2 ag)) for 100 yards in every direction. Elder level powers (6 and up) are maintained at no cost, but all things or people hidden through mundane means are revealed. Costs 2 glamour per round to maintain. While this light is sunlight and does sunlight damage the time is not daytime thus it does not deplete a kindred's access to their powers or traits nor does it cause torpor, the frenzy difficulty for those within the effect is 4.

Art of Wandering

There is power to knowing where you are going, and there is even more power in knowing where everyone is going Uses Streetwise as retest. Catch: consumes 1 ounce of mercury per level per use.

1 Sounding

Challenge: none Cost: 1 streetwise Duration: Instant

Spend a Streetwise and touch a songline/leyline and get a short 2 to 3 sentence description of the nearest waypoint or freehold or Node in either direction along the line and the way to it. Standing on the line can also generate a key, allowing a human to enter the dreaming or you to gain access to a waypoint.

2 Whoever Knocks

Challenge: none Cost: 1 glamour Duration: Instant

Spend a Glamour and touch a Waypoint, freehold, or place of power in order to know the person who rules there and the laws and bans of the place, assuming there are any. Breaking the ban/law of a freehold causes characters to lose ties in the freehold (even if they normally win ties) and they take a -4 trait penalty for their trouble.

3 Adaptation

Challenge: none Cost: 1 glamour Duration: One day

Spend a Glamour. The caster transforms into a form that can withstand the natural effects of an area for an hour. For instance, one would sprout gills to swim underwater, turn into living flame in lava, etc. A changeling with this power needs only check for a point of nightmares every 10 seasons rather than 1 in the dreaming. This adaptation does not help with things that are not the natural environment - for example a person could use this power to stand in a volcano but still be burned by a cigarette while standing there.

4 Quicksilver

Challenge: none Cost: 1 glamour/person Duration: Instant

Spend a Glamour per person in your group. Link hands, and everyone in the group is whisked along to the next point along a songline, provided there is no intervening person or obstacle. The party stops when they arrive at their destination or reach a person or obstacle. It takes 5 minutes to travel. This power has no distance limit in the wyld reaches or the dreaming but takes you to the next closest node in Gaia.

5 Song Map

Challenge: none Cost: 1 glamour Duration: Until dismissed

You gain the ability to summon forth a map of the surrounding waypoints. The map shows the surrounding 50 miles and shows you the location of all of the waypoints and songlines, and Nodes as they currently stand. It also shows you when any songline is in use but not who is using it. Using a song map in the dreaming/wyld gives you the same information but the distance might be much greater than 50 miles.

Art of Mirrors

Illusions have power, we learned this when we escaped, they bought us time or the ability to look as though we belonged. They can kill just as easily as they can deceive as long as the viewer believes them.

1 Gurning

Challenge: Mentals(subterfuge) vs socials(willpower) Cost: 1 glamour Duration: one day

This art costs 1 glamour and takes 10 minutes to cast, lasts until the next sunrise. Allows the caster to change the shape of their surface skin. It is a mental challenge vs. the target's social traits to disguise yourself as a specific person.

2 Ihre Nase

Challenge: Mentals(subterfuge) vs socials(willpower) Cost: 1 glamour Duration: one day

As per Gurning. A mental challenge to use on others using mentals(subterfuge) vs mentals(willpower) the disguise fades at the end of the scene You can disguise up to 5 people at a time.

3 Phantom Step

Challenge: None Cost: 1 glamour/step Duration: One scene or until dismissed

You can step into and wait inside of reflective surfaces. If the surface takes damage, you are ejected. You cannot be seen inside of the reflective surfaces except by those with leave auspex 4 equivalents or greater. You can also step to any other window or mirror able to be seen in the reflection, but each step costs a glamour. You cannot take offensive actions from the other side of the mirror.

4 House Of Mirrors

Challenge: None Cost: 1 glamour Duration: one Scene

Your power over illusions has extended to your environment. By spending a glamour, you can make an area up to the size of a room look, feel, sound, smell, and taste however you want. This cannot cause damage. This power does not extend to people in the room, they still look, smell etc., as they did before entering. Seeing through the illusion requires auspex 5 equivalents. And while the illusion is active you may use level 3 of this power to take 1 step to be anywhere in the room.

5 Crystalline Knight

Challenge: None Cost: 2 glamour Duration: one scene

Every Crystal Knight is identical; it is a Suit of armor composed of chunks of mirrored glass. Wielder gets +3 social traits to everything. Vampires may only use physical disciplines while donning the armor, changelings may use whatever arts they’d like. The wielder gains +5 physical traits and 3 additional health levels. The wielder inflicts lethal damage in brawling combat and does an additional level of lethal above and beyond whatever their current total might be. The user may dismiss this power at will for no cost.

Art of Air’s Glory

This all mirrors Celerity 1 glamour activates air's glory 1-3 together if you have them, 4 and 5 require additional expenditures.

1 Subtle Manipulations

Challenge: none Cost: 1 glamour Duration: one round

Activating this gives you +1 step/level and you move on celerity tick equal to your level in air’s glory.

2 Marathon

Challenge: none Cost: 1 glamour Duration: one scene

You gain the ability to run for as long as you wish at your top speed, and also cannot fall from tall heights so long as you have anything at all to balance on you can be pushed.

3 Fleet

Challenge: none Cost: 1 glamour Duration: one round

Spend a glamour for 1 extra action as per celerity 3.

4 Running From the Hunt

Challenge: none Cost: 1 glamour or 1 perm wp Duration: one round

You may spend 1 glamour to escape the scene as celerity 4 at the end of the round. By spending a permanent willpower instead of a glamour, while in the dreaming no one can follow you with this power.

5 Quick on the Draw

Challenge: none Cost: 1 glamour Duration: one round

Gives you an additional this action takes place on the helper action tick. This 3rd action may only be used to attack and is Mirror of Celerity 5. You cannot use helper powers with this power.

Art of Wiles

1 Find Flaw

Challenge: Ment(investigation) vs ment(subterfuge) Cost: None Duration: Instant

Engage in a mentals (investigation) vs mentals(subterfuge) challenge with subject. If successful, you know their lowest virtue and lowest trait category.

2 Object of Scorn

Challenge: Ment(intimidation) vs Ment(willpower) Cost: 1 glamour Duration: one round

Point at a subject and loudly and in a clear voice deride them, then Engage a mental challenge Mentals(intimidation) vs mental(willpower); if successful the subject is down 2 self-control for an hour.

3 Scorn

Challenge: Self-control vs diff(4) Cost: 0 or 1 glamour Duration: one scene

To activate this power the caster must engage the subject in conversation for a full minute. This incites a difficulty 4 anger frenzy in the target resisted with self-control. Once per scene you can spend a glamour to target someone you haven’t engaged in conversation otherwise this power has no cost. Even if the subject is in no way subject to frenzy a killing rage overtakes them, aimed at the caster in which the frenzy rules apply. Get a staffer.

4 Tripping Your Fellow Man

Challenge: Ment(subterfuge) vs Ment(willpower) Cost: 1 glamour Duration: instant

This power upgrades scorn if your target frenzies you may Expend a glamour and pick the target of that frenzy. You may also make a mentals(subterfuge) vs mental(willpower) on anyone already frenzying and change the target of their frenzy. This power explicitly works on targets in frenzy

5 Poking the bear

Challenge: Mentals(intimidation) vs Mentals(willpower) Cost: 1 wp Duration: one scene

Spend 1 willpower and make a mass mentals(intimidation) vs mentals(willpower) check vs everyone in the room, those who fail, frenzy at a target chosen by the caster. The Caster is the lowest priority target for frenzied creatures in the room for one hour, frenzies still occur as normal but must choose another target if one is present. The caster cannot be the target of effects produced by a frenzying creature, including creatures in a permanent frenzy.

Howl of the Wendigo

Uses Science as a retest.

1 Blank The Blaze

Challenge: none Cost: 1 Glamour Duration: one round (reflexive)

A chill breeze whips through the room, extinguishing or dampening all fires or sources of heat. Every fire (not sunlight, fire) is suppressed, doing two less damage, fires reduced to 0 levels go out. At the end of the round, those not extinguished return to their former size. All creatures in the scene take 2 less damage from fire till the end of the round.

2 Glamour Ice

Challenge: none Cost: 1 glamour/piece of equipment Duration: one day

This power creates a 50 lbs. of glamour by spending a glamour. Glamour ice can be crafted into any shape as the user creates it. It can be used to make boxes, weapons, armor etc. up to category 2, glamour armor has no trait penalty. It can make 1 piece of equipment per glamour spent. The ice melts at the end of the day.

3 Numbing Touch

Challenge: Phys(brawl/melee) or ment(science) vs phys(defense) Cost: 1 glamour Duration: one scene

Spend a glamour and make an attack using physicals(brawl or melee) vs physicals(defense) this attack does no damage but applies a 2 step penalty to the target for the scene, and they must spend an athletics retest per action they wish to take each round, as their joints get cold and their feet freeze to the ground

4 Armor of Frost

Challenge: none Cost: 1 wp, glamour Duration: one scene activated(Reflexive)

Spend a willpower and a glamour. The character's skin is covered in armor of ice, granting four additional health levels. Fire and all heat (including sunlight) do lethal instead of ag. Stacks with armor. The ice heals at a rate of health level/round.

5 Winter's Sabre

Challenge: none Cost: 1 glamour Duration: one scene

Spend one glamour. For the scene the character's weapon gains 2 lethal cold damage.

Art of Dream

1 Pearl Portal

Challenge: Socials(survival) vs diff 2 Cost: 1 glamour Duration: instant, then until dreamer wakes

Character automatically succeeds at the challenge to enter a person's dream. If for some reason she couldn't enter a dream, before now she can. Changelings can enter a dream automatically in the dreaming and otherwise with a socials(survival) check vs diff 2 outside it standing above a sleeping target. While in a dream the target can attempt to gain 1 glamour per level in this power from the sleeper. Humans ravaged this way take a -3 trait penalty for a number of days per glamour taken. Inside of dreams all tests are simple and are willpower vs willpower. The dreamer cannot take damage, but you can. If the dreamer awakens changelings may spend a willpower to eject themselves into the dreaming, otherwise they are trapped in the dream until the dreamer returns. Changelings can wander from sleeper’s dreams into the dreaming.

2 Piggyback

Challenge: none Cost: 1 glamour/person Duration: permanent

Costs 1 glamour per additional person and upgrades pearl portal allowing the character may take a number of people into a dream with her equal to her level in art of Dream. This power also allows the changeling to apply the higher levels of this power against targets who are not sleeping.

3 Heal the Dream

Challenge: none Cost: 2 glamour/willpower Duration: one round

The changeling using this ability can provide Willpower to a dreamer. This costs any number of Glamour, for each two Glamour spent the changeling provides one point of Willpower to the dreamer. This cannot take the dreamer above his maximum temporary willpower. The glamour cost of this power is halved if the target is asleep Targets can only be affected by this power once per day.

4 Purify Dream

Challenge: Mentals(expression vs diff(4) Cost: 1 glamour Duration: one bluebook action

Costs a glamour, caster can dominate a person’s dream to show them the answers they want, with a successful mentals(expression) vs mentals diff 4. This gives them inspiration causing their next science check to reduce the difficulty by 2 instead of 1. Applying this power on an extended check takes an action.

5 Gently Falling Leaves

Challenge: none Cost: 1 perm will Duration: instant

By spending a permanent willpower the changeling can make reality a dream for them. After dying they simply wake up in the nearest freehold instantly reincarnated with a new name and face. Those who killed the target remember them as something else as the memory slowly fades like a forgotten dream, replaced with another reason for doing whatever they were doing. (Vampires with myth can use this power but they cease being a vampire and become a new changeling with their abilities wp and traits and 3 dots of new contracts)

Talk to staff about entering dreams and what you can do there.

Art of Fang and Talon

Powers of the Art of Fang and Talon are all passives except level 3 and 5

1 Senses of the wolf

Challenge: none Cost: none Duration: permanent

This power negates 1 of the penalties from blindness, blindfighting and art of darkness 1 remove the other two. They also get +2 traits on any perception based checks but can be stunned by powers that specify heightened senses, as per heightened senses.

2 Speed of the Cheetah

Challenge: none Cost: none Duration: permanent

A changeling with this power gains + 4 Steps per round at no penalty

3 Skin of the Rhino

Challenge: none Cost: 1 glamour, 1 survival Duration: one scene

Spend a glamour and survival to soak one damage for the scene from all sources.

4 Claws of the Bear

Challenge: none Cost: none Duration: Permanent

Your unarmed strikes do 2 additional Lethal damage.

5 Form of the Chameleon

Challenge: none Cost: 1 glamour Duration: one scene

(Transformation) Changelings with this power may assume the form of any animal or supernatural you have ever touched. You retain all your traits while in this new form. Any level of damage dealt to you will cause you to revert to your natural form. While in this form your aura can be whatever you like.

Art of Leaves

1 Path of Leaf Resistance

Challenge: none Cost: 1 glamour Duration: one scene

(Transformation) Costs 1 glamour and a minute of concentration. Turn into a pile of festive autumnal leaves. You are immune to mental and social effects while you are leaves. If someone consumes or destroys any of the leaves that make you up, you take a lethal and that leaf is no longer part of you. You may move at a rate of one step per round.

2 Autumn Gust

Challenge: none Cost: 1 glamour Duration: one movement.

You can now cause a small gust of wind to pick you up and carry you 2 steps per level in this power. Costs 1 glamour each use. You may activate this power instead of moving in which case it doesn’t cost an action. You can be carried upward.

3 Eyes of the Treant

Challenge: none Cost: none ' Duration: permanent

You may have the same aura as leaves if you wish, you can also always tell when someone is lying to you.

4 Harvest Wind

Challenge: none Cost: 1 glamour Duration: one scene

By spending a glamour as an action. You can cause a torrent of leaves to blind and annoy everyone in the room you are in for the scene. Everyone in the room is subject to a 3 trait penalty to all actions and a blindness retest for all physical actions. This is also very loud, anyone using heightened senses in the room is stunned

5 Autumn's Blessing

Challenge: none Cost: 1 wp, 1 glamour Duration: one round

(Transformation) Spend a will and a glamour, your leafy self fills the room, making everyone in it you choose gain an additional discipline level retest against all mental and social powers. If you change back to human form the benefits of this power stop. You may take no other actions while in this state except other powers of this contract. You gain the benefits of level 1 of this power while in this form.

Art of Darkness

Uses intimidate as a retest.

1 Whistling in the Dark

Challenge: none Cost: 1 glamour Duration: instant

Spend a glamour to make all sources of light that are not magical, sunlight, or fire in a room go out. This causes blindness to all but you. This power also allows you to see in darkness as a passive benefit.

2 Hiding in Plain Sight

Challenge: Soc(intimidate) VS Phys(athletics) Cost: 1 glamour Duration: one scene

Take an action to engage a target in the same room that you can see in a socials vs physicals challenge. You retest with intimidate and the target retests with athletics. If you succeed the target is blinded as per Oblivion 2 even if there are still magical or natural sources of light in the room. The trait penalties from blindness are doubled if the blindness is caused by this power.

3 Shadow Boxing

Challenge: Soc(intimidate) vs phys(athletics) Cost: 1 glamour Duration: one round

Take an action to engage a target in the same room that you can see in a socials vs physicals challenge. You retest with intimidate and the target retests with athletics. If you succeed the target is grappled by their shadow until the target takes an action freeing himself from their own shadow. They take the standard grapple penalty, but you do not. If the target has no shadow this automatically fails.

4 The Following Dark

Challenge: none Cost: 1 glamour Duration: one scene

Your shadow begins to animate in the darkness you’ve created, following you closely and keeping you safe. Your shadow absorbs 3 health levels of damage for you each round that are not from fire or sunlight. These health levels work like force shield and do not stack with that power. This power takes an action to activate

5 Bump in the Night

Challenge: none Cost: 1 wp Duration: one round

The user must spend willpower and meditate on their shadow. The caster remains conscious and aware of their surroundings but taking any actions breaks the effect. Their shadow detaches and can move around freely as fast as the caster can normally. Their shadow is still bound to the ground and perceives the environment with the character's full mental traits. The shadow gains one additional discipline level stealth retest and cannot interact with its environment.

Cackle of the Pumpkin King

uses Intimidate

1 Frightening BOO!

Challenge: Soc(intimidate) vs soc(willpower) Cost: None Duration: one scene/hour

Engage in a Socials(intimidate) vs socials(willpower) challenge with a target. If you win, the target is -2 on all Physical, Mental and Social Traits for the purposes of Challenges for the remainder of a scene or an hour, whichever is shorter. Targets can only be affected by one instance of this power.

2 Hideous Laughter

Challenge: Soc(intimidate) vs soc(willpower) Cost: 1 glamour Duration: one round

You can bring a target's emotions to a fever pitch, accentuating their drives and quelling their inhibitions. Engage your opponent in a social challenge (intimidate vs willpower), If you succeed, the target loses a Willpower Trait. This power cannot be used outside of the Room you occupy, and you must be able to see the target. Costs 1 glamour. Targets cannot be affected by this power more than once per round.

3 Rending Flesh

Challenge: Phys(Brawl) vs Phys(defense) Cost: None Duration: instant

Spend a single glamour when you touch a wounded person with a physicals(brawl) vs physical(defense). Up to two existing bashing damage becomes lethal, and up to two lethal damage become two ag. Touching unmarred flesh produces two bashing. This effectively makes a character's strikes one wound category more deadly on any victim that is already wounded, e.g., they gain a bashing from the punch you are now throwing and turn a previous punch into a stab.

4 Banshee's Wail

Challenge: Soc(intimidate) vs soc(willpower) No retests awe applies Cost: 1 glamour Duration: instant

Your Voice is a dreadful and terrible thing. Spend a glamour and make a mass Socials(intimidate) vs socials(willpower) Challenge with all targets in the room you cannot discriminate between allies and enemies. If you succeed, the target is paralyzed and cannot move or take actions for a short scene, or 15 minutes, whichever is shorter. Taking a level of damage terminates this effect instantaneously.

5 Flight of the Wicked

Challenge: Courage vs diff(5) Cost: 1 glamour Duration: instant

Spend a glamour Everyone in sight of character must make a Courage test of difficulty 5 or flee. Victims may spend willpower for a retest as normal.

Art of Fate

1 Misstep

Challenge: Soc(empathy) vs soc(willpower) Cost: 1 empathy Duration: one action

Spend an empathy and make a social(empathy) vs socials(willpower) challenge. If you succeed your Opponent is at -3 trait penalty to their next action.

2 Fortune Favors the Brave

Challenge: None Cost: 1 Empathy Duration: one action

Spend an empathy. Target is at +3 traits to their next action. The target must be within the same room-sized space as the user.

3 Delphic Inspiration

Challenge: Soc(intimidate) vs soc(willpower) Cost: 1 empathy, 1 glamour Duration: one challenge

As an action spend 1 empathy and 1 glamour to get a <fate> discipline-level retest on your next challenge or to anyone you can see, once per challenge. This power can’t grant a retest on an Extended action.

4 The Lady's Grace

Challenge: None Cost: None Duration: Permanent

Mental level discipline retest. (Doesn’t stack with dominate)

5 Strands Rewoven

Challenge: None Cost: 1 wp Duration: one round

Spend 1 willpower. One extended static action difficulty is reduced by one category. Can only be used once per extended action. Can be combined with the Science Ability. Can be used once per month without an action. Spending the 1 wp cost with this power with your grow background action gives you 1 extra point for that growth, on a grow influence action it gives you 2 integrity.

Art of Artifice

1 MacGyver

Challenge: Ment(expression or craft) vs 10 traits or item’s craft diff Cost: Duration: instant

By making a mentals(expression) or mentals(craft(weapon/armor)) vs 10 traits check the caster May repair an object with a touch. Complex or magical items require All the pieces to be present and require a successful check against the item’s craft(diff)

2 Gremlinize

Challenge: Ment(expression or craft) vs 10 traits Cost: 1 glamour Duration: one scene

By making a mental(expression) or mentals(craft(weapon/armor)) vs 10 traits and looking at any device you may halt its function. If the challenge is successful, the item ceases to function for the scene so long as the caster can see the item. The caster may only gremlinize one object at a time. This works on anything more complex than the wheel. Used on weapons or armor they provide no benefit but can be used as improvised weapons. Magic items are immune.

3 Shoemaker's Bright Hammer

Challenge: None Cost: None Duration: permanent

Gain an additional discipline retest on extended crafting challenge, doesn't stack with other non-contract discipline retests(Yes explicitly any power gained from myth, or any discipline for vampires).

4 Eye of Balor

Challenge: Mentals(expression/craft) vs diff(size+tags) Cost: 1 wp Duration: permanent

Spend a willpower and target an object and engage in a Static Mental Challenge against the item's Traits. If you win, it is destroyed. Normal objects are diff 1, other items are at a diff equal to (size+tags).

5 Wings of Wax

Challenge: Mentals(expression/craft) vs diff(size+tags) Cost: 1 wp Duration: one day

Spend 1 willpower and create in 10 minutes (without a scrounge test needed for materials) any object the crafter can normally craft, on a successful craft check. The item lasts one day.

Art of Vainglory

1 Token of Favor

Challenge: None Cost: 1 glamour Duration: permanent

At the cost of a glamor you can hand someone a token that will make them find their way back to you sometime in the next week, they can always find you. You can give a number of tokens equal to your level in ART of Vainglory.

2 Splendor of Arcadia

Challenge: None Cost: None Duration: permanent

Discipline level retest on all social challenges- also you are so eloquent you can be understood by animals or any creature. Mirror of Animalism 3

3 Fanfare

Challenge: None Cost: 1 glamour Duration: 1 action

Costs 1 glamour - Take a soliloquy and select one person in the room, she gets another challenge to shake off any social or mental disciplines currently affecting them.

4 Gaes of the Red Queen

Challenge: Socials(leadership) vs socials(wp) Cost: 1 glamour, 1 wp Duration: One hour

Spend a Glamour and a Willpower then Order someone to do something, The Command must be direct and contain no conjunctions. The target gets one hour to complete the task, or they lose 2 willpower and take 5 unsoakable ag. They must begin the task immediately or take the damage, they may not finish what they’re doing and then complete the task. Any new Geas will override the current Geas.

5 Echoes of the Llano

Challenge: Self control vs Diff(caster’s expression score) Cost: 1 wp Duration: One scene(until dismissed)

History abounds with stories of the power of the voice to influence and lull its listener’s hearts and souls. The Siren’s call has led many an individual to his ultimate demise, despite his unwillingness to heed its song. The performer of Echoes of Llano spends a Willpower and then makes some sort of performance, preferably playing a musical instrument or singing. For the duration of the performance, the caster cannot make any other actions but is allowed their full move during the performance. All those within line of hearing or sight may still act as they please but can only move towards the caster. No other movement is allowed be it flight, teleportation or any other form of travel, all must go towards the caster, using the only type of movement allowed by this power: walking or crawling. If you are flying, you must land. A willpower may be spent by the targets to make a social challenge to resist its effects. Mortals cannot resist the beckoning of the Changelings performance. Targets can make a self-control check at a difficulty of the caster’s expression skill to stand still. This power in no way protects the caster from harm, targets can still fight, talk, use powers, or what have you as they see fits.

Art Of Scrying

Art of Scrying uses Awareness as a retest.

1 How are You?

Challenge: Ment(Awareness) vs 10 traits Cost: None Duration: One action

Target someone you can see and Make a Mentals(awareness) check vs 10 traits, if you succeed the target must tell you their current emotional state, and lowest virtue.

2 What are You?

Challenge: Ment(Awareness) vs 10 traits Cost: None Duration: One action

This power upgrades a seat on the couch but if you succeed the creature also states their creature type clearly

3 Where are You?

Challenge: Ment(Awareness) vs ment(stealth) Cost: None Duration: Permanent

Allows you to see through obfuscate like powers at a level equal to your rank in this power (Auspex Mirror)

4 Who are You?

Challenge: Ment(Awareness) vs social(subterfuge) Cost: none Duration: One action

Make a mentals(awareness) v socials(subterfuge) check vs any target you can see. On a successful challenge, you get to know a contract or Supernatural power she has at 5 if he has no power at 5 you know he has no power at level 5. You can also use this power to revert all transformations instead of knowing the contract if you wish.

5 Mind Meld

Challenge: None Cost: 1 glamour Duration: One Scene

Access the minds of your friends, they must be willing, you can now speak wordlessly in each other’s minds until one of you breaks the connection as telepathy. You can link up to 5 people and yourself into one conversation. You must know their exact location to initiate the power. If you are in a mind meld you can attempt to stack your lores together to solve a problem. Each person in the meld with a lore can give a +1 bonus (max +5) to a lore check made by one member of the meld once per scene.

Hands of Eostre

1 Spring Cleaning

Challenge: None Cost: 1 glamour Duration: One night

The caster spends one glamor and touches the subject. The subject is cured of anyone poison, drug, Mental Flaw or mundane disease that the caster knows about for one night. This power lasts for 10 minutes for Malks.

2 Clear as Summer's Day Challenge: None Cost: none Duration: permanent

This power upgrades spring cleaning so even flaws and disabilities that are incurable, permanent or otherwise untreatable are temporarily suppressed for one hour.

3 Grass Underfoot Challenge: None Cost: 2 glamour Duration: Instant

Spend 2 glamour. Grass and flowering plants spring up under the feet of the caster. All plants in the room bloom and grow as if they have had a season of growth. Everything in the room with the caster except the caster himself, friend or foe, for good or ill, is cleansed of toxins and diseases and regains one health level, creatures can only be healed this way by this power once per scene. Plants in the room that you have used this on bend towards you for an hour as though you are the nurturing sun.

4 Graceful Hand of Renewal Challenge: None Cost: 1 glamour Duration: Instant

You can Touch a target and spend one glamour. This heals up to 3B, 2L, or 1A. You can also use this power to awaken someone who is unconscious regardless of their damage, they still die or fall into torpor if they take more damage, but they can act.

5 March of Passing Seasons

Challenge: None Cost: 1 glamour, 1 wp Duration: 10 minutes

Spend one willpower and one glamour and touch a subject. Over the next ten minutes, the subject will heal all wounds and afflictions to their person. Will not heal the curse of Caine, but allows people to buy off other flaws, if they have the experience to do so. Can also be used to allow a change of nature, place someone on a new path or morality without their humanity lowering to 1 or remove augmentations from a person. This power can only affect a target once per month.

Art of Goblins Glee

Misc contracts------- This contract and balor-one eye are not aligned with any of the courts. They are powered by other entities.

1 Grenadier

Challenge: None Cost: 1 glamour Duration: One hour

You may spend a glamor to create an explosive with a crafting difficulty up to the number of levels of this power. It takes ten minutes to make, requires no materials, is rendered inert after one hour if not used, and only one explosive can be active with this power at any given time.

2 Duck and Cover

Challenge: None Cost: 1 athletics Duration: One explosion

Spend an athletics retest and all non cold iron damage you take from an explosion is ignored.

3 Splash Damage

Challenge: None Cost: None Duration: Permanent

Explosives you use have a radius of Room instead of the standard 3 steps.

4 Fastball Special

Challenge: Phys(firearms) vs Phys(defense) Cost: None Duration: Perm

You can hit a person with a thrown explosive with a physicals(firearms) vs physical(defense) check and cause 4B damage. The explosive will still go off.

5 Instant Messaging

Challenge: None Cost: None Duration: Perm

An explosive you activate can go off at any point during the action you activated it instead of during the explosive action. Finally, your explosives do 1 additional damage.

Demonic contract of Balor One-Eye

1 Deny Weakness

Challenge: None Cost: 1 intimidate Duration: One damage source

The user can spend an intimidate retest to convert one agg from cold iron to lethal from one attack, if the user is of house balor all damage taken from the cold iron source is bashing instead.

2 Deny Wealth

Challenge: Ment(intimidate) vs ment(willpower) Cost: 1 glamour Duration: One Night

The user can make a mentals(intimidate) vs mentals(willpower) test against a person and if they succeed, they can suppress their ability to access their resources and influences for the night. Only 1 target can be affected by this power at a time.

3 Deny Limitations

Challenge: None Cost: 1 glamour Duration: One scene

The user can spend a glamor and call the benefits of ambidextrous, well equipped, or color-coordinated for one scene or one hour, allowing them to call 2 traits from their off-hand item.

4 Deny Life

Challenge: None Cost: 1 glamour Duration: one scene/permanent

The user can spend one glamour to convert up to two levels of damage from a weapon to agg for the scene. This also causes melee weapons to do an additional damage (does not stack with potence 5).

5 Deny Power

Challenge: Mentals(intimidate) vs mentals(willpower) Cost: 1 glamour Duration: One action

The user can make a mentals(intimidate) vs mentals(willpower) test against a person they can see and if they succeed, they can end any 1 ongoing power on that target and cause the target to lose 3 energy.

Art of Naming

1 Seek and Spell

Challenge: None Cost: none Duration: Permanent

A changeling with this power can read any language

2 Rune

Challenge: None Cost: 1 glamour Duration: One night

Spend a glamour inscribe a rune on a piece of equipment for one of three effects

  • Fire(weapon deals one agg the first time it hits something)
  • Wisdom(A character carrying your wisdom rune can call lore retests as if they had the creator’s level in the lore once per night)
  • Charm(The equipment bonus for a socials item with a charm rune is one better for one test)

3 Runic Circle

Challenge: None Cost: 1 glamour Duration: One scene

By spending a glamour the Character Wards themselves with a magical circle on the ground around them. They may ward themselves or their weapon, warding themselves prevents the chosen creature type (Demon/angel, wraith, fera, vampire, human/hunter, changeling, Mage, Spirit, etc.) from attacking them without paying a willpower once per scene. Warding their weapon causes it to do one additional lethal damage against the chosen creature for the scene.

4 My Name is My Power

Challenge: None Cost: 1 glamour, 1 wp Duration: One challenge

By runically inscribing their true name upon their chest the changeling gains the benefit of their true fae form for one challenge, allowing them to gain +5 traits and win ties for this challenge, doing so costs a glamor and a willpower. Creatures without a fae form can't use this power.

5 Saining

Challenge: Ment(lore) vs diff(variable) Cost: 1 wp, 1 glamour Duration: One bluebook action

Uncovering true names is a difficult process, but to begin the changeling spends a willpower and a Glamour and makes an extended Lore check(as an action) depending on the creature they are seeking the name of. If they succeed the power immediately takes effect and causes the character to receive the creature as a 3 dot ally. The character can force up to 3 allies at a time with this power but may trade them in and out if they so desire. As an effect of the power you exchange your knowledge of the creature's name for a good relationship with them, putting you on friendly terms.

Art of Dragon's Ire

1 Confounding Coils

Challenge: None Cost: None Duration: Permanent

A changeling with this power is up 2 traits on grapple challenges

2 Burning Soul

Challenge: None Cost: None Duration: Permanent

A changeling with this power may call might on all challenges.

3 Dragon's Scales

Challenge: None Cost: 1 glamour Duration: 1 attack

Spend a glamor to have dragonscale armor surround the characters body, it soaks 3 damage for the character for 1 attack, leftover damage rolls over to you. You can only activate dragon’s scales once per round.

4 Draconic Transformation

Challenge: None Cost: 2 Glamour Duration: One scene

(Transformation) You transform into The form of a large white or red dragon and the ability to fly at your speed and +3 physicals.

5 Arthur's Twin Dragons

Challenge: None Cost: One Glamour Duration: One scene(Activated(reflexive)

This power has two effects of which the changeling must pick one at the time of activation.

  • Red Dragon- Can spend glamor to refill defense, melee and brawl
  • White Dragon - Add 1 agg of fire to all attacks and can make an unarmed attack from 3 steps away.

Art of Chronos

1 Back Glance

Challenge: None Cost: None Duration: Permanent

A changeling with this power can’t be surprised

2 Cause and Effect

Challenge: None Cost: 2 Glamour Duration: Instant

You may spend 2 Glamour to refresh all skill retests of a challenge you just lost.

3 Bullet Time

Challenge: None Cost: 1 Glamour, 1 Athletics Duration: 1 action

By spending a glamour and an athletics the changeling is immune to ranged attacks for the action. Subsequent activations in the scene require only an expenditure of an athletics retest.

4 Time Dilation

Challenge: None Cost: None Duration: Permanent

A changeling with this power gains an additional bluebook action. This is a mirror of bardo 4.

5 Deja Vu

Challenge: None Cost: 1 Glamour Duration: Instant

Spend a Glamour to redo a challenge. Or take a different bluebook action if your action fails.