Hero’s Stand
The changeling formally challenges a single enemy to single combat.
Cost: 2 Glamour + 1 Willpower
Dice Pool: Resolve + Brawl or Weaponry + Mantle vs. Composure + Wyrd
Action: Contested
On success, for turns equal to successes, the changeling gains a bonus equal to her Mantle on Brawl or Weaponry against the challenged target only, and the target suffers −2 to Composure rolls if they flee, refuse to engage, or take actions unrelated to the duel.
Loophole: The changeling stands within a clearly marked five-foot space — a thrown blanket, a chalked circle, a hólmgang square. Leaving the space ends the Contract.
The Greater Boast
The changeling rises before her company, takes the cup or the horn or the bottle, and speaks a deed she will accomplish before the next Contention. The Wyrd binds her to it. The deed will happen, or she will die trying.
Cost: 2 Glamour + 1 Willpower
Dice Pool: Presence + Expression + Mantle
Action: Instant
Duration: Until the boast is fulfilled or the changeling dies
The changeling makes a Boast at a formal Dusk gathering — a Contention, a freehold meeting, or any moment where members of the Umbral Axe are gathered as witnesses. The Boast describes a major undertaking, larger than a single scene: I will recover the stolen Crown before the moon turns. I will burn down the loyalist stronghold at Caverns End. I will find my brother’s killer and look him in the eye.
For the duration:
- The changeling gains the 8-again quality on all rolls made in direct pursuit of the Boast
- She gains a number of bonus successes equal to her Mantle on the first roll she makes against the Boast’s primary obstacle each chapter
- She cannot be turned aside by mundane fear, fatigue, or social pressure from her course; mind-affecting supernatural powers attempting to redirect her gain no successes unless they overcome a Clash of Wills against her Resolve + Wyrd
- She cannot regain Willpower through her Thread or through rest — only through pursuit of the Boast
If she accomplishes the Boast before her next Contention, she regains all spent Willpower, gains an Aspiration (or its equivalent in your chronicle) that resolves automatically as fulfilled, and the Wyrd marks her — other Dusk courtiers across freeholds will know her name.
If she dies pursuing the Boast, she dies well — the Wyrd grants her a clean death rather than a slow one, and her companions feel her last moment as a benediction rather than a tragedy.
If she fails to accomplish the Boast and is still alive at her next Contention, she suffers the Persistent Shamed Condition until she accomplishes a comparable deed in penance, and her Mantle’s sensory manifestations dim by one degree (treat her Mantle as one dot lower for Bedlam, Contract, and effect purposes) until restored.
Loophole: The Boast is made in pursuit of avenging a specific wrong done to another person — not the changeling herself.
Dramatic Failure: The Boast is bound, but bound wrong — the Wyrd attaches it to a different primary obstacle than the one the changeling intended, of the Storyteller’s choice. She is now committed to a deed she did not mean to undertake.
The Long Defeat
The changeling lays down her last reserves and fights anyway. Pain, exhaustion, and despair stop being obstacles. They become fuel.
Cost: 2 Glamour + 1 Willpower
Dice Pool: Stamina + Resolve + Mantle
Action: Instant
Duration: One scene
For the scene, the changeling ignores wound penalties from her own Health damage. She does not suffer the Beaten Down Tilt, the Drained Condition, or any other condition or tilt that would represent her body or will failing. She does not regain Health, Willpower, or Glamour during the scene — the Contract does not heal her — but she does not feel what she has lost.
Additionally, while the Contract is active:
- Each level of damage she has already taken becomes a bonus die to her Resolve and Composure-based rolls, to a maximum of her Mantle
- She cannot be disarmed by force; her grip on whatever weapon she is wielding is supernatural
- If she reaches her last point of Lethal Health damage during the scene, she does not collapse; she remains upright and active until the scene ends or she takes a single additional point of Aggravated damage
When the scene ends, all of it lands at once. She immediately suffers the Exhausted Condition, takes one Lethal damage from accumulated strain, and falls unconscious for at least eight hours.
Loophole: The Contract is invoked while the changeling is alone — no allies, no witnesses, no help coming.
Exceptional Success: The unconscious-for-eight-hours requirement reduces to four hours.
Dramatic Failure: The Contract activates but inverts; her existing damage becomes her wound penalty calculation immediately, and she suffers the Beaten Down Tilt at scene start regardless of her current state.
The Witness Stone
The changeling places her hand on a stone — any stone, a pebble or a boulder — and binds her memory of a single event into it. The stone will speak when she cannot.
Cost: 2 Glamour + 1 Willpower
Dice Pool: Resolve + Occult + Mantle
Action: Instant (takes one scene of focused meditation to perform)
The changeling chooses a single event she has personally witnessed within the past lunar month and binds her memory of it into a stone of her choosing. The memory copies — she retains it, but the stone now holds it as well, in perfect Wyrd-attested truth.
From that point forward, anyone holding the stone and concentrating on it for one full minute experiences the memory in full sensory recall, as the changeling experienced it. The Witness Stone’s memory cannot be lied about; the Wyrd attests its accuracy. Hobgoblin courts, freehold tribunals, and even some mortal authorities (at the Storyteller’s discretion) accept Witness Stone testimony as evidence beyond reproach.
The Contract lasts indefinitely. The stone retains its memory until destroyed (the stone itself must be physically pulverized) or until the changeling dies, at which point the memory fades over the course of one lunar month.
A changeling may maintain only (Wyrd) Witness Stones at any time. Creating a new one beyond this limit causes the oldest to lose its memory.
Loophole: The event the changeling is binding into the stone is one in which she suffered significant harm — physical, social, or spiritual — without retaliating.
Dramatic Failure: The stone takes the memory and the original; the changeling forgets the event entirely, retaining only the knowledge that something happened that she chose to record. The stone still holds the memory faithfully, but she now needs the stone to remember her own life.
Last Charge of the Doomed
The changeling commits, fully and irrevocably, to a single final action. Every reserve she has — Glamour, Willpower, Health, every Contract still unused, every advantage she has been hoarding — burns into this one moment.
Cost: 3 Glamour + 2 Willpower
Dice Pool: None (see below)
Action: Instant
Duration: One turn
The changeling declares a single specific action — an attack, a leap, a feat of speed or strength or persuasion. The action must be something her character could plausibly attempt in normal play, even if she could not realistically succeed at it.
When she takes the action this turn, she rolls a number of dice equal to her current Health (all undamaged boxes) + her current Willpower + her current Glamour, all added together, plus her Mantle. This pool is rolled with the 9-again quality. The roll bypasses any Defense, contested Resistance, supernatural concealment, or environmental penalty short of complete impossibility.
After the roll resolves, regardless of outcome:
- The changeling’s Glamour falls to 0
- The changeling’s Willpower falls to 0
- The changeling takes Lethal damage equal to one-third of the dice she rolled (rounded down), which can be applied to her last Health track and will drop her unconscious or dying
She cannot use this Contract more than once per chronicle arc. Once committed, she has spent it.
Loophole: The changeling has explicitly accepted that she will not survive this action when she invokes it. The acceptance must be sincere, spoken aloud or thought clearly, and witnessed by at least one other person.
Dramatic Failure: The dice pool builds as normal, but the target of her action perceives her intent in the moment before she acts. They get one free action to respond before her roll resolves, against her undefended position.