Contracts of the Jealous Hoard
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Glint of the Emerald Eye (•)
The character looks into the eyes of the subject and sees reflected there all those things that the subject covets…and if he looks deep enough, he can see who possesses these things that the subject covets.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Catch: The subject has expressed a desire for something within hearing of the character within the last 24 hours.
Dramatic Failure: The character receives false information, becoming convinced the subject is envious of something she is in fact not.
Failure: The character cannot see beneath the surface of the subject’s eyes.
Success: The character learns one of the objects of the subject’s envy. See suggested modifiers for the depths this contract can plumb.
Exceptional Success: The character also gleans a hint as to the identity of the person who possesses or is the target of the subject’s envy.
+1 ~ The subject’s Vice is Envy.
+1 ~ The character has a pledge with the subject.
+0 ~ The character discerns an object of envy currently at the forefront of the subject’s mind.
-1 ~ The object of envy is not currently on the subject’s mind.
-1 ~ The character seeks a specific kind of object of envy (sexual, monetary, heirloom, etc).
-2 ~ The character discovers an object of envy that the subject generally keeps hidden.
-3 ~ The character discovers an object of envy that the subject attempts to deny, even to herself.
Shades of Green (••)
The character reaches out and manipulates the envious desires of the subject.
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 jealous of her or is doing so in order to fulfill a pledge.
Dramatic Failure: The character becomes consumed by envy for the subject or the designated object.
Failure: Nothing happens.
Success: The subject’s object of envy changes in a manner of the character’s choosing. See the list of suggested modifiers that follows for guidelines on how the character may affect the target. The change lasts for one day per success rolled, though natural interaction may be able to prolong the desire beyond the point where the supernatural effect ends.
Exceptional Success: The change is instead permanent. The inflicted changes remain until the character chooses to release them, and they may then become natural.
+0 ~ The character changes one object of envy for another, similar object.
-1 ~ The character affects an object of envy kept hidden from others.
-1 ~ The character changes an object of envy moderately.
-2 ~ The character changes an object of envy the subject conceals from herself.
-2 ~ The character changes an object of envy significantly.
-5 ~ The character eliminates an object of envy or creates one from scratch.
Stir the Beast (•••)
The character may bolster the Envy within an individual, calling it to preeminence.
Cost: 1 Glamour
Dice Pool: Manipulation + Wyrd – Subject’s Resolve
Catch: The subject is verbally expressing envy for someone or something.
Dramatic Failure: The character’s own Envy chokes her. She loses one point of Willpower.
Failure: The subject’s Vice remains unaffected.
Success: The character is able to change the subject’s Vice to Envy for 24 hours. During that time, she may add her Wyrd to all Manipulation rolls made to influence the subject during that time.
Exceptional Success: The character’s Envy rejoices in bringing another low. The character regains one point of Willpower.
+2 ~ The subject’s Vice is already Envy.
Miser’s Vault (••••)
Faerie creatures are jealous of their treasures. They hide them, protect them with magics strange and fell and do all within their power to protect them from greedy mortals. This clause is a great aid to those who seek to keep their valuables safe from prying eyes and grasping hands.
Cost: 1 Glamour
Dice Pool: Larceny + Wyrd
Catch: The character is hiding or retrieving a family heirloom.
Dramatic Failure: The item is lost in the Hedge forever. It may be found as a Token someday, but if it is the character who finds it, it’s more likely than not a cursed object.
Failure: The pocket gate fails to open.
Success: The character opens up a small gate to the Hedge (requiring all of the parameters of opening a normal Hedge Gate). The character is then able to stash the item securely in a small twist in Hedgespace. It remains safely hidden for a number of days equal to the successes on this roll. Any longer and the Hedge swallows its due.
Exceptional Success: The character may open another gate, anywhere else, and retrieve the item therefrom so long as the duration is not up.
+1 ~ The character possesses the merit Hedge Gate Sense.
Green-Eyed Monster (•••••)
The character causes the subject’s envy to run wild and consume their mind for a short time. Through use of this and earlier clauses of this Contract, members of House Kheldav ensure that their customers rarely, if ever, escape the hook.
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 envious of to the character.
Dramatic Failure: The clause backfires, affecting the character for one scene instead of the subject.
Failure: Nothing happens.
Success: The character rolls more successes than the subject and makes headway. If the character reaches the required number of successes, the target feels the immediate impulse to try and make the object of her envy her own. Responsibilities and even rational thinking go out the window. See the list of suggested modifiers below for guidelines on the effect’s duration.
Exceptional Success: The character rolls many more successes and makes great headway.
+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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