Prideful Things (•)
The character is able to look into the soul of the subject and gain a glimpse of those things which stand out as endeavors, qualities.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd vs. Composure + Wyrd
Catch: The character had goaded the subject into boasting of his deeds within the past 24 hours.
Dramatic Failure: The changeling receives a false impression, becoming absolutely sure that she has seen aright.
Failure: The character cannot discern anything.
Success: The changeling learns one of the subject’s proudest moments or most valued traits. See suggested modifiers for the gradients of pride this power can access.
Exceptional Success: The character receives a hint at how best to play upon the subject using his pride against him.
+1 ~ The character has a pledge with the subject.
+0 ~ The character discerns an object of Pride at the forefront of the subject’s mind.
-1 ~ The character discerns an object of Pride not currently concerning the subject.
-2 ~ The character discerns an object of Pride that the subject recognizes but only rarely allows himself to revel in.
-3 ~ The character discerns an object of Pride that the subject hides, even from himself.
Knowledge of Self-Worth (••)
The character may bolster the Pride within an individual, calling it to preeminence.
Cost: 1 Glamour
Dice Pool: Manipulation + Wyrd – Subject’s Resolve
Catch: The subject is in some way boasting or bragging about himself.
Dramatic Failure: The character’s confidence trips him up. His failure crashes down on him and he loses a point of willpower.
Failure: The subject’s Vice remains unaffected.
Success: The character is able to change the subject’s Vice to Pride 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 Pride in her own abilities revels in her success. The character regains one point of Willpower.
Blind Sight (•••)
Though Blind, Justice Sees. The character calls upon that quality of Just Pride (able to see so clearly, and yet so narrowly), to grant himself vision in darkness, fog or other, shrouded environments.
Cost: 2 Glamour
Dice Pool: Wits + Wyrd
Catch: The character has voluntarily gone without sight for an hour’s waking time withint eh past 24 hours.
Dramatic Failure: The character’s own pride blinds him, slightly. He suffers a -2 penalty to all Perception rolls for the remainder of the scene.
Failure: The character must rely on her senses alone, unaugmented.
Success: The character gains the ability to see through fog, darkness or any other naturally occurring phenomenon that impedes or otherwise blocks vision. This does not reveal hidden creatures or traps, merely allows the character to move about as if she were walking in full daylight.
Exceptional Success: The character gains an addition +2 to all perception rolls for the remainder of the scene.
+1 ~ The character does not wear any type of corrective lenses for vision.
-1 ~ The character is visually impaired to some degree, naturally.
Balancing of the Scales (••••)
The character binds the destiny of two individuals together for a brief time. What one suffers, the other suffers.
Cost: 2 Glamour + 1 Willpower
Dice Pool: Presence + Wyrd – the highest Composure between the two targets (or the opponent’s Composure, if the caster is binding himself to another).
Action: Instant and Contested, resistance is reflexive.
Catch: Each target has spilled the blood of the other with the past 24 hours.
Dramatic Failure: The character instead takes on the burden of life of the target(s). All wounds they suffer are transferred to him as well as them.
Failure: The targets remain unbound.
Success: The two targets are bound together. Whatever wounds one suffers, the other suffers as well and vice versa. Whatever supernatural healing one benefits from, the other does as well (this clause does not apply if used as a cheapass way to try and heal two for the price of one). This binding persists for one day per point of the caster’s Wyrd.
Exceptional Success: The character may also embed a condition which ends the spell before the duration is up. This is almost always some variant of one character rescuing the other, or both charactering coming to respect one another.
+1 to +2 ~ The crimes of one target against the other and vice versa are particularly heinous.
-1 to -2 ~ The caster has little or no cause to invoke this clause against the targets.
The Punishment Must Fit the Crime (•••••)
With a twisting of Fate, the character calls back old wrongs and visits them upon their originator. Also known as “Insta-Karma” by the less reverent of the other Houses, this dread clause is enough to evoke terror in the most hardened of hearts. Fate and Time twist and conspire to bring a suitable punishment down on the head of the subject.
Cost: 5 Glamour + 1 Willpower Dot
Dice Pool: Resolve + Wyrd vs. Composure + Wyrd
Action: Instant and Contested.
Catch: The subject has committed a crime so heinous that it calls for a trail before the High Lords of the Great Houses…and she has been found guilty and sentenced to this clause as punishment.
Dramatic Failure: The clause affects the caster instead of the subject, bringing Fate down upon his head.
Failure: Nothing happens, no prices are paid. The clause may be attempted again.
Success: The Mark of Destined Justice appears on the forehead of the condemned. She is freed to go about her life, bound by the power of this clause. Over the course of the next few days (equal to the caster’s Wyrd), Fate conspires to bring all her misdeeds home to roost. The punishments for these deeds are always ironic and often twisted with malicious faerie justice. The jaywalker is hit by a car. The bank robber returns home to find all of his worldly possessions stolen. No known magic can lift this geas. If the subject survives this period of punishment, her crimes are considered paid for and the Mark of Destined Justice fades from her brow. This, however, is an occurrence passing rare, as this clause is traditionally reserved for only the most heinous of villains.
Exceptional Success: The Mark of Destined Justice looks forward in Time and, should the subject plot to revenge herself upon those who punished her, brings just punishment back upon her head, in anticipation fo the crimes she intends to commit…almost always resulting in the death of the subject.
+1 to +3 ~ Unanimous condemnation from each division of the Great Houses (Sun, Moon, Twilight).
+2 ~ The condemned’s crimes include any Morality 1 sins (this modifier applies at the StoryTeller’s discretion).
-5 ~ The character is wrongly accused and wrongly condemned. Fate resists perversions of Justice, even if it does not outright deny them.