Affinity to all changelings, the Contracts of Sound, unsurprisingly, focus on the manipulation of sound.
Abilities[]
- Misdirection is a staple of Lost strategy. This clause permits the caster to draw a target's attention elsewhere.
- Cost: 1 Glamour
- Dice Pool: Manipulation + Subterfuge
- Action: Instant
- Catch: The caster is trying to escape a captor.
- Roll Results
- Dramatic Failure: A loud noise originates from the caster's position.
- Failure: The clause fails to activate.
- Success: The caster changes the apparent location of origin of a sound he has caused. Range equal to successes × 3 meters.
- Exceptional Success: Further noises caused by the changeling also appear to come from the chosen area. This effect lasts for Wyrd turns.
- At times, a changeling may wish to prevent a target from speaking, either to inhibit him or to keep information hidden.
- Cost: 2 Glamour
- Dice Pool: Manipulation + Intimidation – Target’s Composure + Expression
- Action: Instant
Catch: The target has cursed in the last five minutes. - Roll Results
- Dramatic Failure: The target gains a +2 bonus to any Expression rolls for the remainder of the scene.
- Failure: The target faces no penalty.
- Success: The target is rendered incapable of speech for successes turns.
- Exceptional Success: The muteness lasts for Wyrd minutes instead.
- A key skill in the art of subterfuge, this clause permits the caster to mimic the voice of a target, so as to misdirect another.
- Cost: 2 Glamour
- Dice Pool: Wits + Expression
- Action: Instant
- Catch: The caster is touching the target’s throat.
- Roll Results
- Dramatic Failure: The caster takes the Mute Condition for the remainder of the scene.
- Failure: The caster's voice remains unchanged.
- Success: Perfectly mimic a target’s voice for the scene or until cancelled. He must have heard the target speak for at least three minutes.
- Exceptional Success: The caster may utilize this particular voice in the future for a cost of only one Glamour, rather than two. Only one such voice may be "stabled" at a time.
- When the caster must remain hidden, he may use this clause to deaden the sound surrounding him.
- Cost: 3 Glamour
- Dice Pool: Composure + Stealth
- Action: Instant
- Catch: The changeling breaks a bell.
- Roll Results
- Dramatic Failure: All attempts by the caster to move unnoticed automatically fail for the next Wyrd minutes.
- Failure: The clause fails to activate.
- Success: No sounds come from an area of Wyrd × 3 yards around the caster for successes turns.
- Exceptional Success: The silence lasts for Wyrd minutes, instead.
- Perhaps the least subtle of the clauses, Unrelenting Noise sends out a potent blast of sound, harming those in its way.
- Cost: 4 Glamour
- Dice Pool: Wyrd + Occult
- Action: Instant
- Catch: Speaking into a megaphone. The use of the clause destroys the megaphone.
- Roll Results
- Dramatic Failure: The clause backfires on the caster, inflicting upon him two levels of bashing damage and a minute-long Deafened Tilt.
- Failure: The clause fails to activate.
- Success: Sends out a directional blast of sound, damaging the hearing of those nearby. Victims take 3 bashing damage and face the Deafened Tilt for successes minutes.
- Exceptional Success: The Deafened Tilt lasts until the end of the scene.
Universal: |
Computers · Contracts · Lucid Dreams · Sound |
The Artist · Charge and Flux · The Closed Eye · Healing Mists · The Hunt · War | |
Eternal Solstice · Fleeting Solstice · Starvation · Utter North · Utter South · Utter East · Utter West · Demon's Gate · Midnight Sun · Fleeting Sun · Polar Night · Fleeting Moon · The Absurd · The Tragic |