Contracts of Fascination
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Scent of Obsession (•)
This clause allows the character to sense those things that fascinate the subject or that the subject is obsessed with.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Catch: The character is one of the subject’s obsessions.
Dramatic Failure: The character receives false information, becoming convinced the subject is fascinated by something she is in fact not.
Failure: The character cannot see beneath the surface of the subject’s eyes.
Success: The character learns one of the objects of the subject’s fascination. See suggested modifiers for the depths this contract can plumb.
Exceptional Success: The character gains access to two items of fascination at the targeted level.
+1 ~ The subject’s Vice is Envy.
+1 ~ The character has a pledge with the subject.
+0 ~ The character discerns an object of fascination currently at the forefront of the subject’s mind.
-1 ~ The object of fascination is not currently on the subject’s mind.
-1 ~ The character seeks a specific kind of fascination (sexual, monetary, heirloom, etc).
-2 ~ The character discovers a fascination that the subject generally keeps hidden.
-3 ~ The character discovers a fascination that the subject attempts to deny, even to herself.
Draw the Mind’s Eye (••)
The character is able to manipulate the fascination and obsessions of a subject with a few whispered words.
Cost: 2 Glamour, add 1 Willpower for a Supernatural target.
Dice Pool: Manipulation + Wyrd – Resolve.
Action: Contested, resistance is reflexive.
Catch: The character is acting to make the subject fascinated with her or is doing so in order to fulfill a pledge.
Dramatic Failure: The character becomes fascinated with the subject or the designated object.
Failure: Nothing happens.
Success: The subject’s fasciantion changes in a manner of the character’s choosing. See the list of suggested modifiers that follows for guidelines on how the character may affect the target. The change lasts for one day per success rolled, though natural interaction may be able to prolong the desire beyond the point where the supernatural effect ends.
Exceptional Success: The change is instead permanent. The inflicted changes remain until the character chooses to release them, and they may then become natural.
+0 ~ The character changes one fascination for another, similar object.
-1 ~ The character affects a fascination kept hidden from others.
-1 ~ The character changes a fascination moderately.
-2 ~ The character changes a fascination that the subject conceals from herself.
-2 ~ The character changes a fascination significantly.
-5 ~ The character eliminates a fascination or creates one from scratch.
Entrap the Eye, Entrap the Mind (•••)
The character can invoke a brief flare of fascination in a subject, causing them to fixate on an object or other sense cue, such as a strain of music or the scent of cookies baking. The subject will be spellbound for a very short time, allowing for a headstart on a getaway, or a quick pick of the pocket, but not merciless attacks.
Cost: 1 Glamour + 1 Willpower
Dice Pool: Subterfuge + Wyrd - Resolve
Action: Instant and Contested, resistance is reflexive.
Catch: The source of fascination designated is something the subject is already obsessed with on some level.
Dramatic Failure: The character fascinates herself instead, becoming so entranced, she cannot act for two turns.
Failure: No one finds anything fascinating.
Success: The character successfully enraptures the subject. The subject will stand enraptured by the designated sense cue for a number of turns equal to the character’s Wyrd. She is not helpless, she maintains her Defense and attacking her will break the spell. However she is distracted enough that her Perception rolls suffer a penalty equal to successes rolled and she will not pursue the character if the character is fleeing from her wrath, at least not until the spell breaks.
Exceptional Success: The residual fascination aids the character. For the remainder of the scene, the subject suffers a penalty to rolls to find or track the character equal to successes gained on the clause activation.
Hypnotic Gaze (••••)
The character uses her command of Fascination to place the subject into a trance, as magicians have legendarily been able to do for decades. Eye contact is required for this power to function. While so entranced, the subject will easily answer questions put to her, and can be made to forget small things, such as the conversation she just had, wherein she was so helpful in answering the character’s questions…
Cost: 3 Glamour + 1 Willpower
Dice Pool: Persuasion + Wyrd
Action: Extended and Contested (Successes required equal to subject’s willpower, each roll requires one minute of talking to the subject, resistance is reflexive).
Catch: The character is performing for an audience who thinks her nothing more than a skilled mortal magician.
Dramatic Failure: The character temporarily entrances herself. She may take no actions for a number of turns equal to her Wyrd (she retains her Defense, however).
Failure: The character fails to entrance her subject or makes no progress towards doing so.
Success: The character makes progress towards or attains her goal. The character is entranced and will answer a number of questions equal to the successes rolled. The subject answers with complete candor and to the best of her ability. At the end of the questioning session, the character may command the subject to forget that she answered those questions, and the subject will comply before awakening. Alternately, the character may issue a number of commands to the subject, which she will attempt to follow. These commands are limited to the sorts of things a stage hypnotist might ask of his subject: behaving like a chicken, speaking with a Southern accent, recalling a lost memory, etc. These commands cannot cause the subject to harm herself or even do tasks for the character. The entrancement lasts for no longer than one scene. The memories of the experience may resurface, with enough skilled prompting.
Exceptional Success: The character may suggest to the subject a scenario that takes the place of the time lost during the questioning.
+1 ~ The character possesses a Presence score in excess of three dots.
-1 ~ The subject actively does not believe in hypnosis.
The character sets fire to the subject’s mind, consuming them with obsession for a person, place or thing. Rationality and reason go out the window, and the subject will delve into or pursue her fascination whole-heartedly, no holds barred. Subjects could go on a stamp-collecting rampage, or stare transfixed by an I Love Lucy marathon, unable to pull themselves away (not even to eat or sleep).
Cost: 3 Glamour + 1 Willpower
Dice Pool: Expression + Wyrd vs. Composure + Wyrd
Action: Contested and Extended (subject’s Willpower in successes, one roll is made each turn); resistance is reflexive.
Catch: The subject of the clause has voluntarily and without coercion admitted those things she is fascinated by to the character, including at least one forbidden love.
Dramatic Failure: The clause backfires, affecting the character for one scene instead of the subject.
Failure: Nothing happens.
Success: The character rolls more successes than the subject and makes headway. If the character reaches the required number of successes, the target feels the immediate impulse to somehow engage with her obsession. Responsibilities and even rational thinking go out the window. See the list of suggested modifiers below for guidelines on the effect’s duration.
Exceptional Success: The character rolls many more successes and makes great headway.
+1 ~ Five minute duration.
+0 ~ One scene’s duration.
-1 ~ One hour’s duration.
-2 ~ One day duration.
-3 ~ Two days duration.
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