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Contract of Iron

Long ago, Iron once aided the True Fae. And the True Fae didn't fear the touch o
f Cold Iron. But the Fae were arrogant and they offended Iron. Iron broke its co
nnection 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 protec
tor 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 i
ron in the modern age, it loses its potency against Changelings and the Fae. Thi
s Clause calls to the Iron in the steel, pulling it's properties away from their
inert position.
Cost: 2 Glamour
Dice Pool: Manipulation + Wyrd
Action: Instant
Catch: The changeling crushes and rubs the item with a piece of charcoal.
Roll Results
Dramatic Failure: The iron lashes out at the changeling, dealing one point of le
thal 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 n
ext sunrise.
Failure: The item remains unchanged.
Success: The steel is now treated as iron for the duration of a scene. It also i
s treated with -1 durability.
Exceptional Success: The duration is increased to the next sunset and the item d
oes not lose any durability.
Suggested Modifiers
-1 - The Item is high carbon steel
-2 - the item is stainless steel
Molding 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 hea
ting it and losing the desired effect. By invoking this Clause, Iron is like put
ty to the Changeling. He can mold an object with his hands or a tool if he wishe
d.
Cost: 3 Glamour
Dice Pool: Crafts + Wyrd
Action: Instant
Catch:
Roll Results
Dramatic Failure: The iron heats up, growing equal to an Intensity 3 fire of siz
e 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 in
tensity has lowered to 1, the size will drop by one until the heat has dissipate
d.
Failure: The iron remains inert.
Success: The changeling successfully grants iron within his immediate area the a
bility to be molded. The amount that can be molded can be determined from the fo
llowing table:
Successes
Area
1 success
1-sq. yard area
2 successes 2-sq. yard area
3 successes 4-sq. yard area
4 successes 8-sq. yard area
5+ successes 16-sq. yard area

Exceptional Success: No additional bonuses


Suggested Modifiers
+1 - A large amount of Iron is present
-1 - There is little iron present
Weilding 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 mak
e a sweeping motion with an object of iron and he then tears away Fae and Change
ling illusions and magic.
Cost: 3 Glamour
Dice Pool: Wits + Wyrd
Action: Instant
Catch:
Roll Results
Dramatic Failure: The illusions and magics become strengthened. Any effects varr
ied by successes are treated as if they had rolled 2 extra successes. If that wo
uld turn a success into an exceptional success, the effect is changed accordingl
y.
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 Modifiers
Bane of Faerie (
)
Description: Normally the Hedge blocks anyone who tries to enter Faerie with iro
n. It's a simple fact and an annoying one at that when the Changeling is expecti
ng 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 Willpower
Dice Pool: Strength + Wyrd
Action:
Catch:
Roll Results
Dramatic Failure: The Hedge stands even stronger than before. All attempts to mo
ld or cut the Hedge are given a -2 penalty until the next Sunrise.
Failure: The changeling fails to do anything to the Hedge
Success:
Exceptional Success:
Suggested Modifiers
Armor 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 again
st the Wyrd.
Cost: 4 Glamour + Willpower
Dice Pool: Stamina + Wyrd
Action: Instant
Catch: The Changeling has suffered damage from iron recently.
Roll Results
Dramatic Failure: The changeling is left in a weaker state against the Wyrd. Rol
ls (both to pierce or resist) against magics and illusions are at a -2 penalty u
ntil the next moonrise.
Failure: The Clause fails.
Success: For a number of turns equal to successes rolled, the changeling is cove
red 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 touche
d by fae and changeling magics and illusions. He is still affected by indirect e
ffects.
Exceptional Success: As a success, but he no longer suffers the armor penalty an
d the armor will last for a scene.
Suggested Modifiers

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