CtL - Contract of Iron

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This is a homebrew Iron contract for Changeling the Lost.

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Contract of IronLong ago, Iron once aided the True Fae. And the True Fae didn't fear the touch of Cold Iron. But the Fae were arrogant and they offended Iron. Iron broke its connection to the Fae and to Faerie. At best it's antagonistic to the Fae and the Lost and rejecting of Faerie and the Hedge.Some time during the Arthurian tales, Merlin was on a battlefield that drew Iron. Merlin discovered Iron and as a procaution Imprisoned it, acting as its protector and guardian ever since. He has always refused access to - and occasionally destroyed - any True Fae who found or fervently sought the hiding place of Iron.Calling Out the Bane ()Description: All metallurgists know that steel is made through a careful process of merging iron and carbon. While the resulting alloy is stronger than normal iron in the modern age, it loses its potency against Changelings and the Fae. This Clause calls to the Iron in the steel, pulling it's properties away from their inert position.Cost: 2 GlamourDice Pool: Manipulation + WyrdAction: InstantCatch: The changeling crushes and rubs the item with a piece of charcoal.Roll ResultsDramatic Failure: The iron lashes out at the changeling, dealing one point of lethal damage which pierces all armor and forcing him to roll Stamina + Athletics to avoid dropping the item. The item then refuses to answer the call until the next sunrise.Failure: The item remains unchanged.Success: The steel is now treated as iron for the duration of a scene. It also is treated with -1 durability.Exceptional Success: The duration is increased to the next sunset and the item does not lose any durability.Suggested Modifiers-1 - The Item is high carbon steel-2 - the item is stainless steelMolding the Bane ()Description: Cold Iron is difficult to mold. Any Changeling smith will tell you that it takes weeks of hammering to make anything useful out of iron without heating it and losing the desired effect. By invoking this Clause, Iron is like putty to the Changeling. He can mold an object with his hands or a tool if he wished.Cost: 3 GlamourDice Pool: Crafts + WyrdAction: InstantCatch: Roll ResultsDramatic Failure: The iron heats up, growing equal to an Intensity 3 fire of size equal to the iron attempted to be affected. The iron does not melt, but deals fire damage as normal. It cools at a rate of one intensity per turn. When the intensity has lowered to 1, the size will drop by one until the heat has dissipated.Failure: The iron remains inert.Success: The changeling successfully grants iron within his immediate area the ability to be molded. The amount that can be molded can be determined from the following table:Successes Area1 success 1-sq. yard area2 successes 2-sq. yard area3 successes 4-sq. yard area4 successes 8-sq. yard area5+ successes 16-sq. yard areaExceptional Success: No additional bonusesSuggested Modifiers+1 - A large amount of Iron is present-1 - There is little iron presentWeilding the Bane ()Description: Changeling illusions and magics are ever present whether one be at a gathering or on the battlefield. A changeling with this Clause need merely make a sweeping motion with an object of iron and he then tears away Fae and Changeling illusions and magic.Cost: 3 GlamourDice Pool: Wits + WyrdAction: InstantCatch: Roll ResultsDramatic Failure: The illusions and magics become strengthened. Any effects varried by successes are treated as if they had rolled 2 extra successes. If that would turn a success into an exceptional success, the effect is changed accordingly.Failure: Success: All active illusions and magics created by both the Fae and Changeling within a number of yards equal to successes rolled are ended instantly.Exceptional Success: The distance affected is now equal to successed rolled x 2.Suggested ModifiersBane of Faerie ()Description: Normally the Hedge blocks anyone who tries to enter Faerie with iron. It's a simple fact and an annoying one at that when the Changeling is expecting a fight. With this however, he grants his attacks with the power of the Iron that Rejects Faerie. The Hedge flinches from his touch and is carved away with a sweep of his sword.Cost: 4 Glamour + 1 WillpowerDice Pool: Strength + WyrdAction: Catch: Roll ResultsDramatic Failure: The Hedge stands even stronger than before. All attempts to mold or cut the Hedge are given a -2 penalty until the next Sunrise.Failure: The changeling fails to do anything to the HedgeSuccess: Exceptional Success: Suggested ModifiersArmor of the Bane ()Description: This clause is perhaps the best defense a Changeling could hope for, offering him not only physical protection, but also granting him defense against the Wyrd.Cost: 4 Glamour + WillpowerDice Pool: Stamina + WyrdAction: InstantCatch: The Changeling has suffered damage from iron recently.Roll ResultsDramatic Failure: The changeling is left in a weaker state against the Wyrd. Rolls (both to pierce or resist) against magics and illusions are at a -2 penalty until the next moonrise.Failure: The Clause fails.Success: For a number of turns equal to successes rolled, the changeling is covered entirely in a skin of iron. He gains an armor rating of 3/3 (in addition to other worn armor). The changeling is slowed by his armor though, suffering a -2 to Defense and a -3 to Speed. However while he has the skin, he cannot be touched by fae and changeling magics and illusions. He is still affected by indirect effects.Exceptional Success: As a success, but he no longer suffers the armor penalty and the armor will last for a scene.Suggested Modifiers