The document summarizes four contracts that allow a changeling to masquerade as a vampire within vampire society:
1. Blush of Unlife allows a changeling to appear as a vampire to senses like Predator's Taint and appear dead to magic.
2. Trick of the Stolen Blood lets a changeling create a glamoured imitation of vampire blood (Vitae) that can be used to heal damage or boost attributes.
3. The Liar's Kiss gives a changeling vampire-like fangs and the ability to drain victims' blood for a scene.
4. Spread the False Curse allows a changeling to create an "ensorcelled mortal"
The document summarizes four contracts that allow a changeling to masquerade as a vampire within vampire society:
1. Blush of Unlife allows a changeling to appear as a vampire to senses like Predator's Taint and appear dead to magic.
2. Trick of the Stolen Blood lets a changeling create a glamoured imitation of vampire blood (Vitae) that can be used to heal damage or boost attributes.
3. The Liar's Kiss gives a changeling vampire-like fangs and the ability to drain victims' blood for a scene.
4. Spread the False Curse allows a changeling to create an "ensorcelled mortal"
Original Description:
A fan-made contract for nWoD Changelings, this one is to make the pc have vampiric abilities
The document summarizes four contracts that allow a changeling to masquerade as a vampire within vampire society:
1. Blush of Unlife allows a changeling to appear as a vampire to senses like Predator's Taint and appear dead to magic.
2. Trick of the Stolen Blood lets a changeling create a glamoured imitation of vampire blood (Vitae) that can be used to heal damage or boost attributes.
3. The Liar's Kiss gives a changeling vampire-like fangs and the ability to drain victims' blood for a scene.
4. Spread the False Curse allows a changeling to create an "ensorcelled mortal"
The document summarizes four contracts that allow a changeling to masquerade as a vampire within vampire society:
1. Blush of Unlife allows a changeling to appear as a vampire to senses like Predator's Taint and appear dead to magic.
2. Trick of the Stolen Blood lets a changeling create a glamoured imitation of vampire blood (Vitae) that can be used to heal damage or boost attributes.
3. The Liar's Kiss gives a changeling vampire-like fangs and the ability to drain victims' blood for a scene.
4. Spread the False Curse allows a changeling to create an "ensorcelled mortal"
pass out from bashing damage or bleed from lethal. A
dead changeling's body doesn't rot and crumble to ash, Long ago these Contracts were formed between a as a dead Vampire's would, although in such a situation, ghoul dragged through the hedges and the concept of the stealth no longer matters. Vitae--that stolen lifesblood of the vampires--itself. It Exceptional Success: The benefits last a number of allows Lost within Kindred society to better disguise nights equal to the Changeling's Wyrd, and the themselves to mingle and infiltrate. Changeling is treated as having a Blood Potency of +1. Drawback: Can only be used between Dusk and Dawn. In addition, each of the later three clauses requires glamoured vitae created with the second clause. This glamoured vitae is mostly used to activate the Vampires are creatures powered by stolen powers of those clauses, or to trick vampire society into lifeblood. Through the power of the Wyrd, the believing the Changeling is one of them. While the Changeling may create a pale imitation of that mystical Catch can mitigate the use of Glamour, for the final substance. With this power, the Changeling's own blood three dots, it can't mitigate the use of false vitae. is Glamoured into appearing like Vitae. While a Affinity: Darklings and Fairest Changeling is limited in how much of this trick vitae they can produce in a single night, they may hold a total number of points equal to their Stamina plus their Wyrd. Cost: 2 Glamour and 1 bashing per point of Vitae With this first clause a changeling begins to created (+1 Willpower, optional) masquerade within Vampire society, and appears to be Dice Pool: Stamina + Wyrd one of the Kindred. This clause gives only the Catch: The Changeling has drank blood equal to impression of being one of the Damned, but it serves to 1L's worth of damage in the last 24 hours. throw off suspicions. Further clauses mimic more of the Dramatic Failure: The Changeling's blood Kindred's unique physiology. burns, and they suffer 1L, and -2 in penalties for the Cost: 1 Glamour remainder of the night from the pain. Dice Pool: Subterfuge + Wyrd Failure: Nothing happens, the changeling can Catch: The Changeling will be using the contract attempt the contract again at -1. to fool people who already think her a vampire, perhaps Success: For the rest of the night, the Changeling because of previous uses of this Contract can spend two points of Glamour to create a single point Dramatic Failure: Everyone knows that the of Vitae. This requires an Instant action as the Changeling is not what they say changeling focuses converting one supernatural fuel into Failure: No effect a copy of another, and at Wyrd 1, a Changeling may Success: The Changeling fools others into need to take an additional instant action to convert the thinking that they are one of the Kindred: first point of glamour and then the second. The The Changeling appears to be a Vampire using Changeling may use this Vitae in the same way that a the Blush of Life. Vampire or Ghoul could: Each point of Vitae can be Their Aura appears to be that of a vampire's. used to increase physical Attribute by one for a turn, The roll to sense the Changeling's Aura must and a point can be spent to heal two points of Bashing beat their successes on the activation roll to damage, and one point to heal one lethal. In addition, the notice the Changeling's true nature, though it Changeling can give this Vitae if she is bled by a still appears to be that of a vampire as well. vampire. It is tainted by insanity, but not as much as a To Mage Sight and other abilities that detect Changeling's normal blood. As if the Changeling was on life, the Changeling appears dead. hallucinogenics as opposed to the madness of the Wyrd The Changeling triggers Predator's Taint as a (mechanically, anyone who drinks the glamoured vitae experiences mild hallucinations, and suffers -1 to Vampire with Blood Potency equal to the Defense and all rolls for one scene, no matter how much Changeling's Wyrd. is imbibed). By spending a point of Willpower, the The changeling's reflection and image in Changeling's false Vitae can even cause Vinculum. photographs is blurred. One useful aspect of this ability is that it allows a Nothing actually changes, but it appears to change, and that's often enough. As such, the Changeling herself isn't Changeling to essentially 'store up' glamour to use more able to recognize vampires, and doesn't suffer Predator's in a single turn than their Wyrd would allow. No more vitae per night can be created than the Taint herself. In addition, she isn't actually dead, and can
Trick of the Stolen Blood ()
Blush of Unlife ()
Changeling's Wyrd score. Any vitae left unspent at
sunrise is vomited up. Exceptional Success: The Changeling has no limits on the Vitae they can create in a single night, and it will remain in their body during the day (though it cannot be spent) for a number of sunrises equal to the Changeling's Wyrd.
Spread The False Curse ()
One of the more potent aspects of the Kindred's
vitae is the ability to make a ghoul. A thrall in service of the vampire. In her Masquerade, the changeling may need to create ghouls to keep up the appearance of being one of them. This power allows such a thing. Ideally, the ghoul in question will either be in the third stage of the Vinculum caused by the use of Trick of the Stolen While a Changeling might keep up the ruse by Blood, or at the very least someone loyal to the appearing dead or healing injuries with vitae, all of the Changeling, perhaps a devotee. Kindred need to feed. This clause allows a changeling to Cost: 3 Glamour, 2 Glamoured Vitae (from the mimic that action. Much like Trick of the Stolen Blood, Trick of the Stolen Blood) and 1 Willpower the Changeling can hold a maximum amount of this Dice Pool: Subterfuge + Wyrd versus Resolve, if glamoured vitae equal to their Stamina + Wyrd, and any resisted unspent vitae fades at sunrise. Catch: The Changeling drinks all but the last Cost: 2 Glamour and 1 Glamoured Vitae (from health box from the intended ghoul, forcing them to the above Clause), though this clause allows a spend the glamoured vitae they recieve Changeling to regain it Dramatic Failure: The blood that would be used Dice Pool: Stamina + Wyrd boils, dealing 2L to the intended Ghoul, and the Catch: The Changeling has eaten mortal food Changeling. within the last hour, sprinkled with 1B's worth of blood. Failure: The Changeling wastes the false vitae Dramatic Failure: The Changeling's teeth bleed, and the intended mortal drinks blood. dealing a point of bashing damage every ten minutes, Success: The Changeling creates a ghoul, or at and the the character herself suffers from The Kiss, and least, she seems to. In actuality, she creates a special must make a Resolve + Composure roll to act. enscorcelled mortal who acts like a ghoul. The target of Failure: Nothing happens, but the Glamoured this clause gains the following template: Vitae is lost. A Changeling attempting to keep up their They appear to be a Ghoul to supernatural mask might threaten her disguise if they aren't able to senses; successes beyond those on the activation regain their Glamoured Vitae pool. roll reveal something fae about the ghoul, but Success: For the scene, the false vampire can nothing more. conceal her identity with fangs and her touch is capable The false ghoul can hold a number of Vitae equal of inflicting something akin to The Kiss. Any character to their Stamina, but can only accept the bitten is drained of blood as if the Changeling were a glamoured vitae of the Changeling. vampire. They lose health box to Lethal damage every The character is enscorcelled so long as they are turn, and the Changeling gains one point of the 'ghouled'. glamoured vitae created by Trick of the Stolen Blood, or So long as they act as a ghoul, the character has heals an equivalent amount of damage. The target of access to three dots of Contracts that the Liar's Kiss needs to roll more successes than were Changeling knows. gained on the activation roll to break free of it. In When activating contracts, the ghoul is treated as addition, the effect continues for a scene, and the bitten if they have one dot of Wyrd. Only being able to character suffers as if they took a mild hallucinogenic spend one glamour per turn, they rely on substance, suffering -1 to all dice pools, and -1 to Catches, though they can spend the glamour over Defense and Composure. The Liar's Kiss can even be multiple turns if they need to. used against 'other' Kindred. Spend glamoured vitae in much the same way a If a character seeks to resist the Wyrd-kiss, they normal ghoul would, to heal damage or increase roll Resolve + Composure (at the penalty) to pull away dice pools on physical rolls. from the overwhelming sensation. This effects Kindred Each point of glamoured vitae is equal to two as well as mortals; the Wyrd is an imperfect disguise. Glamour. Exceptional Success: As above, but the An Enscorcelled Ghoul character who remains as such hallucinogenic effect is major (-3 to all dice, and -3 to consistently--requiring a 'feeding' every week, as both Defense and Composure). opposed to each month--may purchase some changeling
The Liar's Kiss ()
specific merits at the storyteller's discretion. A
consistently Enscorcelled Ghoul might increase his connection to the Wyrd by learning new Contracts, or have their own Hollow away from the lies and treachery of Kindred society. Exceptional Success: The false ghoul gains an additional Contract dot, and is treated as having the same Wyrd as the Changeling for purposes of activating contracts and spending glamour. The ghoul also gains the benefit of a Seeming Blessing, but not a Kith. The Changeling can spend an additional point of Willpower a turn before the activation to ensure the fool's ghoul gains the benefit of a Seeming even if the roll isn't Exceptional.
Dramatic Failure: The Vitae rejects the
Changeling's tainted blood, and she suffers 2 Aggravated damage, and she cannot use Contracts of Blood until the sun sets again. Failure: The Changeling may attempt to reactivate the Contract at -2. If circumstances permit. The Clarity loss does not happen. Success: The Changeling is able to, in a way, perform the Amaranth. The Changeling can bite into one of the Kindred using Liar's Kiss and completely drain them, destroying the damned soul and taking a portion of it into their power. The Changeling gains a dot of Skill or Attribute that the Vampire possessed that was higher than the Changeling's. This comes at a heavy price, though: The Changeling gains the black bands that mark a Kindred as a diablerist, and additionally they One of the most terrifying aspects of the vitae is suffer from Sanguinary Animism for a number of nights the terrifying ability of amaranth, the ability of one equal to the victim's Blood Potency. They also risk Kindred to devour the heartsblood of another. With this becoming addicted to the Diablerie. dark clause, the changeling is able to perform a ritual Exceptional Success: The Wyrd transforms the similar to the diablerie, gaining power from their victim strength of the Damned's blood. Along with the other at the cost of Clarity. affects, the Changeling gains one dot in a contract Cost: 3 Glamour, 1 Vitae, 1 Willpower, 1 point relevant to the Kindred. A Ventrue or Daeva might grant of Clarity a Fairest affinity Contract, while a vampire of the Dice Pool: Stamina + Wyrd versus Composure + Barakumin might grant Contracts of Shade and Spirit. Blood Potency The next purchase of Wyrd the Changeling makes is at Catch: The target knows the Changeling isn't a half cost. vampire, and has drank from her blood.