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Changeling: The Lost 2e (New World of Darkness) contract: Contract of Feasts

This is part of what I was talking about in my about page of how I would occasionally like to work with other rpg systems as well. The following is a contract for changelings in the 2nd edition version of Changeling: The Lost that is intended to allow a changeling to take on the role of the witch from Hansel and Gretel, as well as fill in a gap in some of the content they brought from 1e to 2e (namely one specific clause from the contract of stone)


Feasts

Changelings who indulge in the feasts and pageantry of old fairy tales know the power that resides within food. The act of eating and the food being consumed hold an innate sway over the nature of the wyrd, and through that connection, the bodies of those that partake. This contract is an optional Regalia for Ogres, those whose appetites are already impressive, who may take it instead of the Shield contract.


Charmed Offering (common)

The changeling offers a target a piece of food in their possession, enchanting it in the offering to charm the target and make them more malleable to the changeling's suggestions. They must be able to touch their target and have a piece of food to offer.

Cost: 1 glamour

Dice Pool: Manipulation + Subterfuge + Wyrd - Resolve + Wyrd

Action: Instant

Duration: One Scene

Success: The subject becomes malleable to suggestions from the changeling. Their resolve is considered 2 points lower for the purposes of resisting any suggestion the changeling makes, and they generally take any statement from them in the best possible light. This means that certain implausibly bad suggestions, like killing oneself by jumping off a bridge, are still not likely to be followed through, but the subject most likely would consider the changeling to simply be joking.

Failure: The subject is not affected by the offering.

Dramatic Failure: The subject is not affected by the offering, and is aware that you did something to the piece of food you just offered them, potentially becoming suspicious or hostile, thinking you just attempted to drug them or influence them in some way.

Ogre: Any subsequent food the terrible offers the subject consumes without question or consideration for how full they might be, so long as the Ogre takes a bite of the food themselves of rolls Manipulation + Subterfuge - their resolve to convince them that they did.

Fairest: Reduce the number of doors in front of the changeling by two if they use this ability while social maneuvering.

Loophole: The offered food is symbolically significant to such offerings; a red apple, a pomegranate, or some other food of similar storytelling significance.

 

Horn of Plenty (Common)

Cost: 2 glamour, OR 2 glamour and one dot of willpower.

Dice Pool: none

Action: Instant

Duration: one scene

Effects: Touching a container filled with food or drink, the changeling imbues it with the wyrd, causing it to constantly be full of whatever food or drink was in the container when this ability was activated. The container always produces -the same- food and drink, however. A bowl of slightly undercooked mashed potatoes will always be spooning out slightly undercooked mashed potatoes, or a basket with a poisoned apple will continuously produce poisoned apples. The clause cannot, however, reproduce other supernatural effects, so any ensorcelled or otherwise magically affected food replicated will be reproduced without any magical properties. This might create some concern, however, when someone questions why the bowl of punch not only doesn't seem to be getting empty, but also doesn't seem to be running out of the lemons floating in it.

If the Changeling spends a dot of willpower on this clause, the receptacle is capable of reproducing goblin fruit with their effects intact.

Ogre: The Terrible is able to imbue this effect into themselves instead of a container. The Ogre is able to replicate any food that they touch, or whose container they hold, breaking loaves of bread into more whole loaves of bread or endlessly pouring wine into goblets. This however, means that they cannot simply leave a container sitting on a table if they do this, as they must be constantly touching the container or food they wish to affect.

Wizened: When the Shrewd imbues a container with glamour using this ability, the wyrd imparts the object with a pseudo-mask of its own. Anyone who would notice anything strange about the container or the food being produced by it must make a Wits + Composure roll, reduced by the changeling's Manipulation + Wyrd. If they succeed, they notice the oddity as normal, but if they fail, their mind rationalizes whatever they noticed as if it was normal, and will continue to do so for the remainder of the scene.

Loophole: The clause is invoked in a place where food is given freely to those in need; a homeless shelter, a food bank, a soup kitchen, and so on.

 

Food for Thought (Common)

The Changeling indulges in the age old adage of food for thought, providing someone (potentially themselves) with a snack that might trigger some insight.

Cost: 1 glamour + 1 willpower point

Dice Pool: none

Action: instant

Duration: one scene

Effects: For the duration of the scene, the affected character gains a dot in a mental skill of the changeling's choice.

Ogre: Ogres can also choose a Social skill of their choice instead of a Mental skill.

Wizened: The Shrewd also get to choose a specialization for the appropriate knowledge that they gain for the duration of the scene.

Loophole: The food the changeling uses is a fish that they caught and cooked themselves within the last 24 hours.

 

The Spark of Hunger (Common)

A sudden craving can drive people to forget other concerns in favor of satisfying the sudden need, and Changelings can be excellent at taking advantage of this. The changeling  makes eye contact with an individual, makes an off-hand comment about food, and attempts to spark a sudden craving in someone to drive them to abandon their current activity to seek something to eat.

Cost: 2 Glamour

Dice Pool: Manipulation + Wyrd - Resolve

Action: Instant

Duration: One Scene.

Success: If the test is successful, the target is suddenly craving a food of the storyteller's choice, likely related to the comment provided as part of the incitement offered by the changeling upon triggering this clause. For the duration of the scene, the character is having an unreasonable craving for that food, to the point of distraction. If the character is not in the process of eating whatever they are craving, they suffer a -2 penalty on any activity that requires any level of concentration or awareness.

Failure: The target finds the changeling's comment odd, but otherwise notices nothing unusual and is unaffected. They cannot be affected again for the remainder of the scene; they obviously aren't hungry, or just aren't craving anything specific right now.

Ogre: The cravings are particularly fierce when incited by the terrible. The penalty for this contract when invoked by an ogre is -3.

Fairest:  The muses know just what to tease to worm their way into someone's subconscious urges. The fairest can treat the target's resolve as being one lower for the purposes of the roll if their comment references one of the target's favorite foods.

Loophole: The changeling is currently eating something when they invoke the contract.

 

Sealed with a Plate (Common)

Cost: 1 Glamour and 1 Willpower point

Dice Pool: none

Action: Instant

Duration: 24 hours from consumption; see text.

Effects:  The changeling enchants a piece of food or cup of drink with a single rule; one simple course of action with direct and easily understandable meaning that the person consuming the food must obey for the next 24 hours. The action is subject to storyteller approval, but must not be directly harmful to the subject; common examples include 'stay in this room', 'eat everything I offer you', 'tell only the truth' or other simple commands. Immediately upon eating the food, and every time the subject would attempt to disobey the order, they must make a Resolve + Composure roll, reduced by your Wyrd. On a success,the effect ends. On a failure, they cannot resist the command again for the next hour. If obeying the command directly leads the subject to harm, such as the user forcing the subject to eat a piece of poisoned food, the effect immediately ends.

Ogre: The Ogre can affect a number of pieces of food or drink with this contract equal to their Wyrd.

Wizened: The Shrewd can make their commands somewhat more complex; suggesting a course of actions to be completed one after another, or which require subjective understanding, such as 'go to your house, find your most valuable possession, and bring it to me' 

Loophole: The subject is made fully aware of the clause's effects and what the required action will be prior to consuming the food.

 

Subsistence Touch (Royal)

Cost: 2 glamour

Dice Pool: none

Action: instant

Duration: 24 hours

Effects: The user magically enchants themselves with satiety; their stomach is always filled with food, meaning they do not need to eat, and the energy of the contract also lends them the energy to go without rest. For the duration of the contract they always have a stomach full of food and energy as if they have had a full night's rest.

Ogre: The ogre can spread this effect to a number of their allies equal to their Wyrd rating.

Elemental: The unbound also ignore the dangerous effects of weather or temperature hazards for the duration.

Loophole: The contract is used immediately after a filling meal.

 

Pumpkin Carriage (Royal)

Cost:  3 glamour

Dice Pool: Crafts + Wyrd

Action: Instant

Duration: Depends on successes, see text.

Success: The changeling converts a piece of food into a vehicle that is capable of driving itself. The vehicle you create is of unique design, not of any known make or model, but does still appear to be an actual vehicle, of a type of your choice, similar to a vehicle worth up to 3 dots of resources. The vehicle observes traffic rules if so ordered and pathfinding to a destination set by someone within it, with priority always given to its creator, though any difficult maneuvers the vehicle has to perform that would require a Drive skill test still require Drive checks from someone riding within it. The vehicle persists for a variable duration from its point of creation depending on how many successes were made. One success makes a vehicle that lasts for an hour, two makes one that lasts for six, three for twelve, and four for twenty-four hours.

Extreme Success: The vehicle is permanent until destroyed.

Failure: You fail to create the vehicle.

Ogre: The vehicle is -also- still food, and creatures being ferried by it can take a bite out of it, dealing four damage to its structure in exchange for a satisfying meal, healing one point of bashing damage.

Fairest: The fairest can create a vehicle equivalent to one of up to four dots of resources.

Loophole: The vehicle created is designed to appear to be made from food and is also designed to look like an archaic form of transportation, such as a carriage or chariot. This might raise questions from the mundane around.

 

Gingerbread House (Royal)

The changeling creates a large, impressive fixture entirely from food, whether it be the eponymous gingerbread house or a ten-foot-tall cake.

Cost: 3 glamour

Dice Pool: Crafts + Wyrd

Action: Instant

Duration: one day after creation

 Success: The changeling spends the majority of a day (potentially an eight hour work shift, potentially a number of tasks spread over the day at the storyteller's discretion) creating this impressive monument of confectionery, after which it becomes a source of mystic attraction to mundane humanity. Every mortal within 100 meters who can smell or otherwise sense this structure must make a Resolve + Compure roll, minus the number of successes on the initial roll, or expend a point of willpower, or be compelled to travel to the structure and proceed to eat it.

Extreme Success: The changeling is able to tailor the structure to specifically call to a set of targets; an individual, a group, a demographic, of the changeling's choice.

Failure: The changeling fails to complete the structure, and it has no effect.

Ogre: If the Ogre makes an extreme success, they can instead choose to attract a specific type of supernatural creature with the structure; changelings, werewolves, vampires, etc.

Darklings: Darklings can instead choose to create a repulsive structure, building it out of spoiled or otherwise repellant materials such as raw meat, which will have the opposite effect on mortals, requiring a Resolve + Composure roll as normal, but instead of compelling them to approach, instead compels them to leave as quickly as possible.

Loophole: The changeling is actually in possession of the materials and tools required to craft such a structure

 

Fey Food (Royal)

The changeling crafts food infused with Glamour, allowing it to replenish the Glamour of those who consume it.

Cost:  1 Glamour 1 willpower dot

Dice Pool: Dexterity + Crafts

Action: Instant

Success: Each success the changeling earns on the roll generates a Glamour point within the resulting meal. It can be split by a number of eaters. The Glamour spread is proportionate to how much of the meal is eaten. If the changeling gains four successes, and the meal thus has four Glamour points available, a character who eats half of that meal would gain two Glamour points.

Failure: The food the changeling creates is delicious, but otherwise normal.

Ogre: The ogre's food is wholesome and provides a bolstering effect to the psyche of those who consume it. For anyone who gains a point of Glamour from the meal, the next clarity attack they suffer within the next 24 hours is made at a -1 penalty.

Wizened:  The Wizened can mix a goblin fruit they possess into the ingredients, consuming it and spreading it into the food. Anyone who gains a Glamour off of the resultant meal also gains the effect of the goblin fruit used.

Loophole: Neither the changeling or any members of their Motley will consume any of the food.

 

Gluttonous Feast (Royal)

The healing nature of food is well known. The changeling can use this ability to regenerate themselves through impressive shows of gustatory excess.

Cost: 3 Glamour

Dice Pool: Stamina + Wyrd

Action: Instant

Success: each success on the roll converts two levels of lethal damage into two levels of bashing damage, or one level of aggravated damage into two levels of bashing damage. To use this ability, the changeling must eat an impressive feast lasting at least an hour. The nature or type of food is not a factor; an enormous pile of pizzas and fast food is just as good as a grant feast at a restaurant. The changeling never suffers any ill effects from consuming so much food (though perhaps their waistline might suffer a bit). This ability automatically reduces the worst damage first.

Failure: the changeling eats and drinks until they are full, but they gain no additional benefit from doing so.

Dramatic Failure: the changeling makes themselves ill from their overeating and inflicts a point of lethal damage on themselves.

Ogre: The Bruiser can use this feast to steady themselves in other ways as well, allowing them to end one Personal Tilt or condition on themselves.

Beast: Indulging in raw satiation of appetite settles something in the savage, granting them a +2 die bonus to any composure rolls made in the next day as they find themselves satiated and less likely to be impulsively jumpy.

Loophole: The Character is offered large amounts of food by a stranger.


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