Contracts of Fading Light

Eye-Catching (•)
The character causes either themselves or an object they are able to touch to become the focus of attention and intense study or infatuation for a time.
Cost: 1 Glamour
Dice Pool: Presence + Persuasion – Subjects’ highest Resolve
Action: Instant
Catch: Changeling is wearing fine clothing appropriate to the event or the object is already an important focus of people’s attention.
Roll Results
Dramatic Failure: The object or changeling is noticed by the target but in a hostile or highly uncomplimentary light. Instead of fascination the individual or object becomes the subject of intense ridicule, anger, or violence.
Failure: The subject does not become fascinated or even seem to especially notice the changeling or object.
Success: The subject becomes fascinated with the person or object remaining close to them in deep study or conversation for a period equal to the successes gained.
Exceptional Success: The object or changeling becomes obsessed with that person or object for a time. Only an event intensely jarring or a life threatening situation can force them to break the study or conversation.
Suggested Modifiers (The site lists + modifiers as making things harder and – modifiers as making things easier….I think otherwise switch it)
Modifier Situation
+3 Object is an item known worldwide/ Changeling has done some great service for the individual
+2 Object is entirely mundane and every day/
+1 Object is particularly well known to the individual / individual is already engaged in a deep/important conversation

–1 Object is particularly unique or curious/ Changeling has information of particular interest to the
–1 The character learns a specific kind of fear (i.e., Halloween monsters, school-related, etc.).
–2 Object is widely known in local circles/ Changeling has done some notable service for the individual
–3 Object is an item known worldwide/ Changeling has done some great service for the individual

Will-o-the-Wisp (••)
Creates a circle of light, which bobs and dances just at the edge of sight, tempting the subject to follow and investigate. The light can be mistaken for a jogger in reflective gear, a bicycle, a car’s taillights or headlights, a flashlight, or a hand-held lantern
Cost: 1 Glamour
Dice Pool: Wits + Wyrd vs. subject’s Resolve + Composure
Action: Instant, Contested
Catch: The clause is invoked on a deserted stretch of road/street or natural setting.
Roll Results
Dramatic Failure: The subject is not mislead and gains a +1 bonus to attempts at tracking or resisting their prey.
Failure: The subject does not follow the wisp.
Success: The subject follows the wisp heedless of the fact that he or she is being drawn ever further into unfamiliar territory. The subject disregards minor natural or man made impediments though will not undertake any action they would know to bring certain harm.
Exceptional Success: The subject is compelled to follow the wisp even into areas they know would normally be dangerous.The subject will still not run headfirst off a cliff which is clearly visible and known but they may reach too far, ignore the sign warning of quick sand, or even dash off a cliff that they did not know was there.
Suggested Modifiers
Modifier Situation
+1 Subject is in an area they are unfamiliar with.
–0
–1 Subject knows the area well

Flashbang (•••)
Like the grenades that share the same name the changeling invoking this clause throws a pulse of brilliant light that blinds and deafens those surrounding it on impact.
Cost: 1 Glamour
Dice Pool: Intimidation + Athletics+ Dexterity
Action: Instant
Catch: The character has a physical object they can ‘charge’ and throw.
Roll Results
Dramatic Failure: The character themselves become blinded and deafened for a time.
Failure: The thrown pulse has no effect.
Success: The pulse acts as a flashbang grenade causing blindness and deafness equal to the number of successes.
Exceptional Success: The blindness/deafness lasts until the next sunset.
Suggested Modifiers
Modifier Situation
+1 The character invokes this clause in a darkened and/or silent area where eyes are already sensitive to the sunlight and ears stain to hear.
–1 to –3 The character invokes the clause in an already blinding setting such as under the heat of a noonday sun or at the rock concert.

Blinding Glare (••••)
The character’s glare acts blinding in and of itself making concentration and focus for the subject almost impossible.
Prerequisites:
Cost: 2 Glamour
Dice Pool: Wits + Intimidation(– subject’s Resolve for any who resist)
Action: Extended (each successful role represents one minute of difficulty)
Catch: The subject willingly makes eye contact with the changeling.
Roll Results
Dramatic Failure: The attempt to disrupt the target fails the target gains a +1 to extended rolls against the invoker, out of spite.
Failure: The character causes no disruption.
Success: The character disrupts the targets focus imbuing a -1 on every roll that requires use of a power or finesses attribute.
Exceptional [b]Success: As above, but causes a -2 instead of -1.
Suggested Modifiers
Modifier Situation
+1 Subject is engaged in an action requiring concentration and focus.
–1 Subject is wearing sunglasses or other eye protection

Phantom Oasis (•••••)
The character makes the targets enemy seem a friend or a dangerous location seem believably safe.
Prerequisites: Mantle (Autumn) ••••
Cost: 2 Glamour + 1 Willpower (each point of willpower spent allows a second target, if all present are targeted they count as being alone)
Dice Pool: Manipulation + Occult + Persuasion
Action: Instant
Catch: The target is already disoriented or mentally unstable
Roll Results
Dramatic Failure: The changeling invoking this clause believes their own illusion. They are the only one who believes it.
Failure: The character fails to influence the subject.
Success: The changeling, causes the target to see the area as safe and secure or the individual to be a trusted confidant and friend prompting him or her to lower their guard. The subject will provide all manner of information and aid to the invoker while the clause is active. This grants +2 to all attempts to influence the changeling and guarantees a surprise combat round.
Exceptional Success: The subject of this Contract believes this until the next sunrise and will actively fight to support the invoker and protect the area even against members of his or her own court.

Suggested Modifiers
+1 The subject is in an area in which they feel safe and secure.
+1 The subject is alone.
–1 The subject is will allies.
–1 The locale is one in which the subject is already on guard.

Contracts of Fading Light

The War of Summer's Ending Super_Dave