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A Sourcebook for

Changeling: The Lost


D.M. Hubbard
Jinn and
Tonic
The great bronze doors of the Sultan’s Club, embossed with images of
playful nymphs and fantastic beasts, swung slowly inward on near-silent
hinges. The man framed in the doorway appeared both anxious and amazed
at the sight before him. The interior of the Sultan’s Club was like something
straight from the tales of The Arabian Nights: a scattering of low tables
surrounded by brightly colored cushions were separated by curtains of
sheer silks in softer tones, providing a modicum of privacy.
Delicate fragrances of jasmine and musk drifted on the air, mingling
with roasted meats and wine to create an aroma that stirred his blood and
his stomach in equal measure. As the man stepped fully into the room, the
doors closed behind him with a low metallic sound. Somewhere beyond the
silks a stringed instrument played, and soft murmurs could be heard in male
and female voices.
As he stood, taking in all the club had to present, another man, this one
dressed in a riot of blues and golds as if a djinn stepped from the very pages
of fantasy approached, arms wide in welcome and flashing a dazzlingly
bright smile.
“Ahlan wa sahlan, habibi! Greetings and welcome to the Sultan’s Club! I
am Sapphire, how may I be of service?” the twinkle in his eye hinted at the
multiple meanings of that last word, making the new guest flush slightly.
“I, uh, I’ve never been here before,” the man stammered even as
Sapphire placed a hand on his shoulder, guiding him toward an empty table
in a secluded nook.
As they seated themselves on the cushions, Sapphire snapped his
fingers and a young man appeared with a tray with a bottle of wine and two
glasses as well as a plate of various sliced fruit and cheeses. Sapphire flashed
his smile again, as he poured two glasses of a deep purple liquid, passing one
to his guest who took it with only a slight tremble.
After each man had taken a sip, Sapphire continued, “So what brings
you to my fine establishment, mister…,” he trailed off, not having gotten the
man’s name as yet.
“Jared,” he blushed slightly, “My name’s Jared an I was referred by
Steve McCallister.” He fidgeted with the stem of his wineglass.
“Ah, habibi Jared, “Sapphire smiled at him and Jared felt his blood in
his ears, his host had to be the most handsome man he’d ever seen. “Mister
McCallister is indeed a frequent visitor to the Sultan’s Club. He and I have
had several entertaining evenings together.” he raised an eyebrow at the
innuendo and Jared flushed again, blood flowing to more than just his
face. He took a long drink, emptying his glass before meeting Sapphire’s gaze.
After a few more minutes of small talk and no little flirting, Sapphire
caught his guest’s gaze and asked, “So, what is your heart’s desire, Jared?”
Jared looked into the bright blue eyes of his host, surely the reason he
was called Sapphire, and swallowed nervously. What did he want?
As he pondered, Sapphire’s gaze softened and a slow smile spread
across his face, as the magic flowed out and back to him like a ripple in a
glass of wine. And with that ripple came the unspoken answer.
“Very well,” Sapphire announced, “I can assist you with that promo-
tion.”
Jared’s eyes widened and his mouth dropped open in astonishment.
His career was topmost of his priorities currently, but how could his host
have possibly known that?
Sapphire patted Jared’s knee reassuringly, “Do not fear, habibi, I’m
very good at reading people. Now, as I said, I can assist you with that
promotion, but I need a small favor in return.” He said
S-S-Sure, anything,” Jared stammered, his breath hitching. Between
the wine and the flirting he was more aroused than he could ever remember.
All neurons were firing and it was almost more than he could stand not to
lean in and….
Their lips met and in a moment of euphoric cliché, Jared was sure
there were sparks. He drew back, breathless.
Sapphire’s brilliant smile was there as he spoke, “Let’s go
somewhere more private and we can discuss the details of the favor I
need from you. Shall we?”
He extended his hand as he rose and Jared had to fight a blush as
he realized the tent in the front of his slacks would be visible to anyone.
“No judgements here, habibi, “Sapphire reminded him and lifted
his eyebrows appreciatively as he glanced downward, making Jared
blush more but also grin shyly.

Later that night, long after Jared had left the Sultan’s Club on an
endorphin high like he had never experienced in his life, Sapphire sat in
front of a computer terminal idly browsing Etsy for new art for the club
when an email notification brought his attention back to matters at
hand.
It was from a fake email address Sapphire noted.
“Good to know he can follow instructions,” he said softly to
himself, their earlier encounter pleasantly at the forefront of his mind.
Attached to the email were several files and as Sapphire first saved
them to a thumb drive then opened them his smile broadened and
became more predatory had anyone been there to see it.
“Now, let the games begin,” he murmured, taking a long drink of
his vodka tonic with an edge to his voice that few would imagine could
exist in the usually jovial jinn.

The multiple fires that broke out seemingly at the same time the
following day were the talk of every news outlet, mostly because they all
seemed to be electrical in nature, making such a coincidence
unprecedented. The few odd piles of ash scattered here and there escaped
the notice of mortal authorities completely.
CREDITS SPECIAL THANKS
Author: D.M. Hubbard Travis Crockett – For changeling
Cover Art: Stock photo inspiration and feedback; your imagination is
(Tithi Luadthong – Shutterstock) infinite and amazing.
Additional Cover Work: Will Powers
Will Powers – For always giving me honest
input to improve my work. Also, for being my best
friend for over two decades.

© 2019 White Wolf Entertainment AB. All rights reserved. Vampire: The
Requiem, Werewolf: The Forsaken, Mage: The Awakening, Changeling: The Lost,
Hunter: The Vigil, Giest: The Sin Eaters, Demon: The Descent, Mummy: The
Curse, Beast: The Primordial, Promethean: The Created, Chronicles of Darkness,
Storytelling System™, and Storytellers Vault™ are trademarks and/or registered
trademarks of White Wolf Entertainment AB. All rights reserved.
For additional information on White Wolf and the Chronicles of Darkness,
please visit: ww.white-wolf.com, and www.storytellersvault.com.

Table of Contents 5
TABLE OF CONTENTS

JINN AND TONIC I

CHAPTER ONE: EMOTIONAL ARMAMENTS 8


Emotional Resonance 9
Unleashing 10

CHAPTER TWO: KITHS 11


Antiquarian 13
Explorer 15
Forgotten 17
Jinn 19
Lamia 21

CHAPTER THREE: CONTRACTS 24


Crown 24
Jewels 26
Mirror 27
Shield 29
Steed 31
Spring 34
Summer 38
Autumn 39
Winter 46

6 Beyond the Hedge


Table of Contents 7
To say the Lost are changed by their Contracts. This can be done as a means to
durance in Arcadia at the hands of utterly drain off specific types of Glamour, but is
mad and inhuman captors is just a bit of an usually used far more creatively. From
understatement. When changelings finally driving your enemy into a blind frenzy,
return to the mortal world, days or even causing them to forego defenses and attack
decades later, those changes become much friends as easily as foes to an overwhelming
more apparent. Changelings find sorrow that pervades a room causing all
themselves composed of primal elements within to stumble and break down in tears,
and emotions; indeed, more than any other unable to do anything else, Lost learn to
supernaturals, the Lost are creatures of raw manipulate these emotions through their
emotion. Not only do they feed on emotions Courtly Mantles. As their connection to the
in the form of Glamour, but the Courts that Court grows so does the intensity of and
the Lost filter themselves into are divided mastery over their Court’s primary emotion.
by primary emotion as much as by season. The following rules are presented as
It is these emotions that the Lost have a new option for players to delve deeper
learned to exploit in innumerable ways to into their characters’ emotional connections
defend themselves and their fellows from with their Courts and with the changes
countless dangers both inside and outside wrought upon them from their durance in
the Hedge. Arcadia. These emotions are also tied into
But these emotions are far more than the seasons, as well as an element, a time of
mere sustenance, they can be manipulated day and a day of the year. Players are
in such a way as to create the sharpest of encouraged to be descriptive and
weapons or the most stalwart of defenses. imaginative in how their emotional
Far from being passive expressions, the expression is affecting their target and to
Lost can actively manipulate their preferred work with their Storytellers in bringing
emotions to create ideal situations for use these alternative rules to life.
against their targets including augmenting

8 Beyond the Hedge


Emotional Resonance Contract that the character doesn’t actually
know is certainly possible (and common).
Each Court has a primary emotion that
encompasses their connection to both Arcadia Spring – Desire
and their return to the mortal world. This Synonyms: Ambition, Ardor,
emotion dictates many of the courtiers’ Aspiration, Craving, Fascination, Lust
behaviors and how they interact with others, Element: Earth; Time: Dawn (15
most especially in their deelings with and how minutes before/after); Day: Spring Equinox
they combat the forces of the Gentry. Just like
the lands of the True Fae, emotions are Summer – Wrath
nuanced, with variations and subtleties so that Synonyms: Acrimony, Displeasure,
there are many different expressions of a Fury, Indignation, Ire, Rage
single emotion. Below is a small list of related Element: Fire; Time: Noon (15
emotions and the Courts to which they belong; minutes before/after); Day: Summer Solstice
this list is far from exhaustive and the players
and Storyteller are encouraged to add to it as Autumn – Fear
they see fit to better reflect and express their
Synonyms: Anxiety, Aversion,
characters’ emotions and temperment.
Dismay, Dread, Suspicion, Unease
In addition, there are several examples
Element: Air; Time: Dusk (15 minutes
of how these emotions can be used to perform
before/after); Day: Autumnal Equinox
effects, besides enciting the primary emotion
on the character herself or another target.
Winter – Sorrow
Once again, this list is not all-inclusive, and
Storytellers and players should work together Synonyms: Anguish, Distress,
to add to it as imagination and common sense Heartbreak, Melancholy, Misery, Remorse
dictate. Duplicating the effects of an existing Element: Water; Time: Midnight (15
minutes before/after); Day: Winter Solstice

Chapter 9
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Unleashing Exceptional Success: Additional
Each of the four seasonal Courts of successes beyond those required can add to
the Lost specialize in certain emotional the overall effect in ways determined by
actions, from attacks to healing in various both players and Storyteller, as befits the
forms, utilizing the expressions of their situation and game.
primary emotion. These actions can be Failure: The effect fails to
overt or subtle, based on the emotion used manifest.
and the individual changeling employing Dramatic Failure: This can include
the action. Like everything in changeling the Condition on the changeling becoming
society, however, nothing comes for free; Persistent or spreading to those in the
there is always a price to be paid. The act of vicinity along with other unpredictable
utilizing emotions in this manner is known effects. Players and Storytellers are
as Unleashing. encouraged to use these situations to the
A key element of Unleashing is that fullest for dramatic and plot effect.
in order to make use of the emotion the Modifiers: +1 if within 15 minutes
changeling must experience it; connecting of Time; +2 if at exact Time (not
with it on a primal level to the point that cumulative with previous modifier); +3 if
they participate in its near-fullness in order exact Day (see above; maximum bonus of
to properly channel that emotion into the +5). Dramatic and appropriate uses or
desired magical action. For attacks, a descriptions of the action may also warrant
specific Condition is listed for each Court; bonus dice. Penalties can arise for wrong
for miscellaneous actions, other suggested time of day, actions outside the purview of
Conditions are given that may be more in the Court, and how broad the scope of the
line with the action being taken. The action – affecting a group vs. a single target
changeling accepts the Condition related to – at the Storyteller’s discretion.
the action, which cannot be resolved before
the end of the scene when it will Spring – Attack Condition: Wanton;
automatically resolve as the emotion Other Conditions: Distracted, Lethargic
diminishes naturally (at the Storyteller’s Example Attacks: Using earth or
discretion, certain dramatic actions may plants to attack a target
cause these Conditions to persist longer Example Actions: Healing damage,
than a scene). curing poison/disease, calming animals,
Below are examples of attacks and coaxing plants to grow
other actions that each Court is capable of
performing as well as the suggested Summer – Attack Condition: Berserk;
Condition the character is required to accept Other Conditions: Fragile, Shaken
in order to perform the attack or action; Example Attacks: Using fire or heat
these Conditions can be adjusted at the to attack a target
Storyteller’s discretion to better reflect their Example Actions: Raise
particular story’s theme and mood. temperature, melt ice, start fires, cauterize
wounds to stop bleeding or burn poison
System: Wyrd + Mantle from a target
Cost: 1+ Glamour, based on the
action
Success: The desired effect happens.

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Autumn – Attack Condition: Spooked; Winter – Attack Condition:
Other Conditions: Sickly, Strained Withdrawn; Other Conditions: Guilty,
Example Attacks: Using wind or Confused
ghosts to attack a target Example Attacks: Using water, ice
Example Actions: Spoiling food, or cold to attack a target
ripening fruits/vegetables, causing Example Actions: Lower
inanimate organic matter to decay rapidly, temperature, create ice, extinguish fires,
causing wounds to fester or poison to slowing bleeding or poison in a target
spread

EMOTIONAL DEFENSES

Each Court is particularly adept at defending itself from certain


diametrically opposed emotions, much as the seasons can be said to be
opposites. Against other displays of emotional power, they can provide some
added resistsance as well. When a changeling is subjected to an emotional
attack, she can apply her Court’s Mantle in bonus dice to her resistance roll. The
following table indicates the bonus resistance a changeling has against particular
emotional attacks, based on her Mantle rating.

Spring – (Mantle) vs. Autumn; (half Mantle, rounded up) vs. Summer and Winter
Summer – (Mantle) vs. Winter; (half Mantle, rounded up) vs. Autumn and Spring
Autumn – (Mantle) vs. Spring; (half Mantle, rounded up) vs. Summer and Winter
Winter – (Mantle) vs. Summer; (half Mantle, rounded up) vs. Autumn and Spring

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If Seemings are the equivalent of an organization of changelings with broadly similar
appearances and affinities, then a kith is closer to an extended family. Even changelings of
different Seemings can share commonalities when belonging to the same kith. Kiths are the
direct result of what a True Fae (and sometimes just the Hedge itself) does to captured mortals
in the twisted halls and tangled groves of maddened Arcadia. Sometimes, a Keeper has a
specific need for a specific tool and a new kith is born. Other times, a changeling lost in the
Hedge pricks her finger on the thorn of a multi-hued rose only to awaken days later feeling
different.
However it happens, a kith further defines the role of a changeling, providing specific
abilities that assist them in completing the tasks set them by their Keepers. Like most things in
Faeire, however, a kith has two edges and it is often these very same benefits that allow the
changeling to escape back to the mortal world. Once returned, these same abilities are used to
establish their places, providing essential functions for their Freeholds as well as for their
individual survival.

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14 Beyond the Hedge
Antiquarian
Lost as well. Fortunately, their abilities give
them an edge in staying one step ahead of
their enemies.
Wizened: Impossibly thin with spidery
limbs far longer than one would think posible,
the wizened antiquarian can reach any book or
Whether pouring over musty tomes in scroll in his library from his central desk.
a long-ago looted tomb in search of arcane Those seeking his counsel must bring a piece
secrets or trolling dark web fórums searching of knowledge in exchange or face imposible
for a certain human trafficker, the antiquarian riddles before he will answer their questions.
is a specialist is research. Where the explorer The Delphic Oracle, face hidden by veils and
can find people or things in the world, the with incense scrawling poetry in a wispy hand
antiquarian can find lost or obscure knowledge through the air pulls knowledge from the void
with effortless ease. Before their durance they and is praised as divine.
may have been over-curious children or those Beast: A strange figure, more like a
who had few friends except perhaps the mole than human, crouches in the tomb of a
librarían; they may have even been the older long-dead pharoah; claws made for digging
librarían who had only his cats and books to and eyes made for seeing in the near-total
keep him company. darkness aiding in the recovery of the papyrus
The Gentry of Arcadia twisted and scrolls found within the tomb. Another has
warped their hapless captives into much more webbed hands and feet and gill slits to allow
useful forms; though those forms vary widely, for underwater excavation of ancient ruins and
all were made to be functional as well as the recovery of the treasures found within. Yet
aesthetic (though not necessarily a human another has the lower body of a serpent and
aesthetic): from a being made of paper scribed reads the dregs of tea cups, a literal Pythia.
in characters from a language never uttered by Kith Blessing: When the antiquarian
human tongues to one whose arms and legs uses Academics or Investigation to research a
are five times longer than a normal human, the topic or to solve puzzles, three successes count
better to reach the books on the topmost as an exceptional success. If the character
shelves. possesses the Encyclopedic Knowledge Merit,
From moon-mad oracles providing he gains +3 to the roll.
prophecy to meticulous librarians cataloguing Font of Inspiration: The antiquarian
their masters’ books and treasures, the can spend 1 Glamour to instantly “know” the
antiquarians are fonts of knowledge without answer to a single question. The question itself
compare. Able to just know almost anything, must be one that the character would have
from the most mundane to the most esoteric been able to answer after some amount of
with but a moment’s concentration, they are research or investigation (Storyteller
highly sought after not just by their former approval), and this ability is useable once per
Keepers but by Freeholds and independent scene.

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Wizened: The classic archeologist

Explorer sifting through the sand or studying ancient


artifacts; the archivist pouring over musty
tomes in the back corner of a great library;
these are the miens of the Wizened explorer.
Taken from mortal lives and even pop-culture,
Briarwolves, why did it have to be the Wizened often appears disheveled and
briarwolves? disorganized… at least until he needs to find
‘X’ never marks the spot…well, almost never. something, then his focus is razor sharp and
his dogged tenacity comes to the fore.
Pop culture and literature are both Kith Blessing: When the explorer uses
filled with the explorer; from Gulliver to Allan Survival to track someone or something down,
Quartermain and Indiana Jones to MacGyver. or when he uses the skill to find his way out of
Always one step ahead of the bad guys; something, such as a foreign city or the
always able to deal with any situation when it Hedge, three successes count as an
arises; always finding their way into, and more exceptional success. He gains the Direction
importantly out of, trouble, the Lost known as Sense Merit for free. If he possesses the
explorer take their names figuratively as well Hedge Sense Merit, he adds +3 to this roll
as literally. when within the Hedge.
Whatever their lives were before their Through the Wilderness: The explorer
capture and durance within Arcadia, the Lost is an excellent guide both in the mortal world
now known as Explorers were reshaped by and within the Hedge. The explorer can never
their Keepers to be capable of locating almost
become lost; he will always know exactly
anything. Sent into the Hedge and the mortal
where he is in relation to known landmarks.
world to locate various items, people or even
locations, these changelings were often able to By spending a point of Glamour and focusing
unerringly reach their assignments with ease. on someone, something, or someplace, the
Now that they have escaped their prisons, the explorer can more easily locate what he seeks.
explorers use their abilities to help themselves As long as the person, place or thing is not
and their Freeholds to locate rare goblins obscured by magic, the explorer can locate it
fruits, mortals who have wandered into the within the mortal world with a number of
Hedge by accident or even to rescue their hours equal to 8 – Wits. If magical
cohorts still trapped in Arcadia. obfuscation is involved, a Clash of Wills is
Ogre: Consummate survivalists, ogre made to try and locate what the changeling
explorers are more like rugged mountain men seeks; if he wins, he succeeds in locating what
than other Lost. They are rough around all he seeks in (12-Wits) hours. If the person,
their edges; personal hygiene is not something
place or item is located within the Hedge, he
that comes naturally to these changelings,
even more than their other Ogre cousins. But must succeed at a Clash of Wills (using a
one cannot find a more stalwart ally who generic value of 10 dice if there is no specific
knows all the best hiding spots and routes into antagonist) and locating the
and, more importantly, out of the Hedge as object/person/place in the hedge takes 24 –
well as both urban and tropical jungles. (Wits + successes) hours.

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to the lords and ladies of Faerie and believe
they belong, that they mean something.
These same abilities allowed the
Who, me? I’m no one… don’t you remember? forgotten to more easily escape the bonds of
servitude when at last the lie was revealed.
Once there was a boy who waited for Once they tore themselves free of the Hedge’s
his father to pick him up from school. Minutes thorns and tumbled back into the mortal
turned to hours before the boy finally began to world, these skills proved invaluable in
walk home in what he thought was the surviving in the world they now found
direction of his house. As evening drew down themselves in.
its twilit curtain, the boy crossed through a Darkling: Murky as shadow or
particularly dense thicket of shrubs and was transparent as glass, these Lost have been
never seen again. sculpted to take advantage of the the literal
Once there was a girl who was invited definition of “forgotten.” Spies and saboteurs
to a birthday party, but no one wanted to play extraordinaire, these forgotten make use of
with her, so she took her doll and went to the their skills and abilities to provide useful
back of the yard top lay by herself. A voice reconnaissance and counter measures for their
called to her through the rosebushes and she Freeholds.
found a new playmate. When the party was Fairest: All fairest are beautiful, but
over, the not-girl picked up her doll and went some are simply more mundane in their
home. beauty that they are easily lost in a crowd of
Once there was an old man who lived beautiful people. Sometimes it’s very easy for
in a nursing home; his family long since a changeling with this Seeming to seduce a
stopped visiting and even the orderlies and mark, then erase all memory of their
nurses rarely came to check on him. One tryst…only to come back later with the
night, as moonlight slanted between his blackmail photos and have the target not be
blinds, he stared into the night. A pale figure able to recall who it was they were with.
motioned for him to join her for it was a Kith Blessing: When the forgotten
lovely night for a walk in the gardens. He uses Stealth for any reason, three successes
slipped from his room and past the the count as an exceptional success.
sleeping orderly and when morning came, the Clouded Memory: The forgotten may
orderlies cleared out the man’s belongings spend a point of Glamour to fade the memory
assuming someone else had removed his body of their presence from an individual or a
during the nightshift. They weren’t wrong. device such as a camera or hard drive. Images
The changelings known as the are blurred and indistinct on recorded media
forgotten come from all walks of life, ages and (and closed circuit television). Similarly, the
regions of the world but the one thing they all memory of the changeling is fuzzy and details
share is isolation. Each of them, in some way cannot be recalled with clarity. Spending a
whether physically, mentally or emotionally, Willpower point allows the subject to recall a
are isolated from their fellow mortals. Their single specific detail, but no more (eye color,
Fae Keepers are drawn to this isolation and hair color/style, shirt color, etc.).
offer to provide them with all the things they Special: Members of this kith cannot
lack, but most importantly the True Fae offer purchase the Fame Merit, and should they ever
them a sense of belonging. It is a lie, of accquire it, they lose their Kith Blessing until
course, like everything else in Arcadia, but for such time as they divest themselves of Fame.
a time, the forgotten ply their skills in service

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Jinn
Keeper, but most appeared the way classical
mythologies of the Near and Middle East,
India and East Asia depicted them.
Elemental: Classical Arabian visages,
So let it be written, so let it be done. these jinn incorporate the very elements into
their miens: An air-jinni’s legs seem to fade
According to pre-Islamic mythology, the from view in swirling clouds of sweet-scented
jinn were beings created from smoke and smoke while an ifrit’s hair and eyebrows
colorless fire and ruled the earth before the rise appear to be tongues of flame that dance and
of mankind. They encompass all sorts of spirits flicker according to his mood. An earthen jinni
and have been interchanged with both demons has gemstone eyes and fingernails while night-
and angels as well as daevas and asuras. Said blooming jasmine twines through the hair of a
to have been gifted with a variety of magical wood-blooded jinn and an aquatic marid has
powers, the most common were the ability to delicate seaweed for hair and eyes the color of
turn invisible and to change shape into any the sea. All usually possess at least one
animal or object they desired. The jinn of inhuman feature in their miens such as
Arabian lore had behaviors running the gamut tapered, elfin ears, hooves or even horns.
from mischievous tricksters to malevolent Darkling: Often appearing as the
assailants and alternately assisted or harmed Arabian ghul, the Chinese jiang shi, or the
humans. Indian pisacha, these jinn take forms that
In time, King Solomon was gifted with invoke fear, horror and even disgust. Many
magic powerful enough to bind the jinn and have corpse-like features and animal
other spirits to his will. In so doing, the very extremities; the ghul often has one foot
nature of these capricious beings was altered. replaced by a hoof while the pisacha is usually
They became the favored spirit of mortal gaunt and jaundiced. Appearance doesn’t
magicians to summon, and once brought into inhibit the jinn’s capabilities, of course, and
the material world, they were bound with can often aid in certain negotiations where
oaths and bargains to perform various tasks intimidation and fear are the preferred tactics
for their masters before they were allowed to to seal a pledge or other bargain.
return to their otherworldly homes. Countless Kith Blessing: When the jinn uses
jinn were summoned and bound into service, Persuasion to get someone to make a
commanded to perform tasks for their masters statement for the purposes of binding them to
the world over. After millennia of this, the jinn an agreement or pledge of any kind, achieving
became very adept at understanding the ins three successes counts as an exceptional
and outs of bargains and pledges… as well as success.
knowing how to craft their own to take Caveat Emptor: The jinn have been
advantage of gullible mortals. A petty reshaped on a small but fundamental level;
revenge, but it gave them some measure of having labored for uncounted centuries under
satisfaction in their long years of servitude. pledges, oaths and bargains, they are able to
The jinn of Arcadia were shaped by strike the simplest of pledges of their own with
their Keepers into tools that came at their beck surprising ease. Whenever a jinni wishes to
and call. From simple scribes and record perform a Sealing (usually with mortals, but
keepers, to planners of elaborate feasts and not always) he does not require Glamour to
fetes to generals commanding fae armies, the bind the individual to their spoken word. If he
jinn have done it all and more. Their wishes to strengthen the sealing, he must still
appearances varied wildly from Keeper to spend Willpower as normal, however.

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Lamia
perfectly, just as their Keepers intended. When
they finally made their escapes, those skills
served them well to bypass guards and
hobgoblins alike in order to reach the mortal
“Unweave a rainbow, as it erewhile made world again. Their skills served them once
The tender-person'd Lamia melt into a again after fleeing from Arcadia, allowing
shade.” them to secure protection and safe havens
-- Edgar Allan Poe among mortals and changelings alike.
Beast: Unconventionally attractive,
In ancient Greek mythology, Lamia was a possessing an animal magnetism that others
Libyan queen with whom Zeus had one of his find inexplicable yet powerful nonetheless,
innumerable affairs. When Hera discovered these Lamia often possess the features
that Lamia had had children by Zeus, she classically associated with Greek mythology –
kidnapped them and cursed Lamia with deer hooves, serpentine lower bodies or
sleeplessness, leaving her to forever anguish leonine paws. None of these bestial features
over her lost children. In other myths, Hera impairs their abilities in physical or social
cursed Lamia to kill her own children, arenas in the slightest.
disfiguring her into a child-eating terror. And Fairest: Ethereal and sometimes even
in yet a third iteration, Lamia was a horrid ghostly, these Lamia often appear as creatures
half-beast/half-woman creature that devoured from Irish Celtic legend: the lhiannan sidhe,
unborn children in their mothers’ wombs. In bean sidhe and other spectral sprites. They are
some versions she became the mother of the equaling alluring and predatory, whether
monstrous sea creature known to the ancient female or male, and any inhuman features they
Greeks as Scylla, the multi-headed serpentine may possess only add to their beauty rather
creature that preyed on ships in Homer’s than being a detraction from it.
Odyssey. Kith Blessing: When using Persuasion to
As the Middle Ages dawned, the myth seduce a target or manipulate them into
evolved with Lamia became a beautiful, getting something they want, achieving three
tempting woman who preyed upon young successes counts as an exceptional success.
men, seducing them and then devouring their They also receive the two-dot version of the
flesh. Priests, including the archbishop of Striking Looks Merit for free.
Reims writing in his treatise on divorce, Devouring Touch: Once per day per
advised that lamiae were one of the individual the Lamia can drain a victim with
supernatural threats to marriage. The lamia but a touch. Victims feel tired and listless;
had been transmuted from a bestial child-eater mortals suffer a point of lethal damage while
to more of a phantom-like being who preyed other supernatural beings lose a point of their
upon adults, mostly men. Supernatural Trait (Blood, Glamour, Mana,
The Lamia of Arcadia were shaped etc.). The Lamia transmutes the stolen power
according to their particular Keepers’ desires, into Glamour, adding it to her pool up to the
from the serpentine or leonine to the ghostly maximum she can store. This power is
or even demonic. From the child-eaters of effective on other supernaturals, including
myth to the seductive temptresses of legend, vampires, but does not affect mummies or
the Lamia of Arcadia fulfilled their roles demons.

Chapter 23
Name
Arcadian Contracts
Crown Merit. In addition, as long as the changeling
does not brandish a weapon or attempt to harm
Envoy’s Splendid Defense (Common) anyone, ordinary humans cannot attack her.
Sometimes, the Gentry sent their finest They can block her path, but they cannot
on diplomatic missions where they needed to actually harm her except by accident.
be both impressive and also difficult to harm. Supernatural beings may attack the changeling
The changeling temporarily drops the Mask, by making a reflexive Resolve + Composure
revealing to all present (within sight) her fae roll before each attack. If the character attacks
mien. This clause does not cause a Clarity anyone or brandishes a weapon threateningly,
loss, however, as mortals are dazzled and the Contract ends instantly.
awed rather than being confused or frightened During the time the Contract is active,
by the changeling’s mien. cameras and other electronic devices will not
Cost: 3 Glamour show or record the character’s true form.
Dice Pool: Presence + Expression + Afterwards, human witnesses still consider the
Mantle character striking and impressive, but either
Action: Instant remember her appearance as fantastic cosplay
Duration:One scene or forget that she looked at all inhuman.
Roll Results Supernaturals fully remember the character’s
Success: The character appears in her appearance, however. The Contract affects
true form; onlookers are awed but not anyone who witnesses the character while it is
frightened. The character gains the equivalent active, not just those present at the time it was
of the two-dot version of the Striking Looks invoked.
Merit. This bonus adds to any others, such as Exceptional Success: The effect lasts
if the character already has the Striking Looks until the sun next rises or sets, whichever
comes first.

24 Beyond the Hedge


Failure: The character’s appearance Exceptional Success: In addition to
remains unchanged. obtaining the answers she desires, the
Dramatic Failure: The character changeling may implant one of the following
appears to be ill-mannered and clumsy, Conditions into the mind of the target in
suffering a -2 die penalty to all Presence or regards to herself or an appropriate target of
Manipulation rolls for the scene. her choice: Amnesia (in regards to herself in
Beast: The Beast’s protection extends the target’s memories), Confused, Cowed,
to all normal animals as well, and the social Disoriented or Distracted.
bonuses granted by the Contract apply to Failure: The Contract fails.
animals as well as humans. Dramatic Failure: The character
Darkling: The Darkling gains +2 suffers the Confused Condition until the end
Defense for the duration of the Contract. of the scene and cannot question the same
Elemental: Elementals gain immunity target again for the next lunar month.
to damage from their specific element (or the Beast: The Beast may add the
nearest analogous element) for the duration of following Conditions: Bonded or Easy Prey.
the Contract. Darkling: The Darkling may add the
Fairest: The Fairest cannot suffer a following Conditions: Informed or Spooked.
Dramatic Failure, treating any such as a Elemental: The Elemental may add
normal Failure instead. the following Conditions: Stoic or Strained.
Ogre: The Ogre gains 1/1 Armor for Fairest: The Fairest may add the
the duration of the Contract. following Conditions: Inspired or Swooned
Wizened: The Wizened does not suffer Ogre: The Ogre may add the following
a Defense penalty due to the number of Conditions: Reckless or Steadfast.
attackers or hazards he defends against in a Wizened: The Wizened may add the
turn. following Conditions: Captivated or Volatile.
Loophole: The Contract is invoked at Loophole: The changeling whispers a
a formal gathering of at least a dozen other secret of her own into the ear of her sleeping
participants. target, where it becomes lodged within his
dreams and can potentially be discovered
Sweet Nothings (Common) using oneiromancy.
Sleeping minds are highly suggestible
and a changeling with this Contract can
whisper a question to a sleeping target, who
then answers truthfully to the best of their
ability.
Cost: 1 Glamour + 1 Willpower
Dice Pool: Presence + Persuasion +
Wyrd - Composure
Action: Instant
Duration: One Scene
Roll Results
Success: The target answers one
question per success truthfully, as they
understand it. They cannot know something
they don’t, and if they do not know the
answer, indicate as much.

Chapter 25
Name
Jewels Loophole: The changeling mimes an
action that commonly uses the Ability she is
attempting to boost.
The Perfect Talent (Royal)
It is often said of talented people that
they must have it “in their blood,” or that
certain abilities “run in the family.” This
Contract allows the Lost to bestow
preternatural skill upon her target based on her
own skill set.
Cost: 2 Glamour + 1 Willpower
Dice Pool: Wits + <Ability> + Wyrd
Action: Instant
Roll Results
Success: The Lost and the target must
both possess at least one dot of the Skill to be
boosted (you cannot raise what you do not
yourself possess). For every two successes,
rounded down, the Lost bestows one dot of the
chosen Ability, to a maximum allowed
(usually 5 for mortals, but potentially higher
for supernatural targets.). The boost remains
for a scene and affects all dice pools based on
that Ability.
Exceptional Success: With an
exceptional success, the Lost receives a +1
bonus to her Ability score as well, which can
take the score above her normal maximum.
Failure: The Contract fails, and the
changeling doesn’t boost her target’s Ability
score.
Dramatic Failure: The changeling
loses access to the specific Ability she
attempted to boost for the remainder of the
scene and suffers the untrained penalty.
Beast: The Savage’s keen senses also
bestow a +1 to the Investigation Ability.
Darkling: The Lurker’s clandestine
nature also bestows a +1 to the Stealth Ability.
Elemental: The Torrent’s ferocity also
bestows a +1 to the Brawl Ability.
Fairest: The Fairest’s natural charm
and grace also bestows a +1 to the Persuasion
Ability.
Ogre: The Brute’s tenacity also
bestows a +1 to the Survival Ability.
Wizened: The Tinker’s natural skills
also bestow a +1 to the Crafts Ability.

26 Beyond the Hedge


Mirror Contract is in effect; beng fluent in multiple
languages enhances her eloquence.
Ogre: The Ogre gains a +3 bonus to all
Babel’s Tower (Common) Intimidation rolls while the Contract is in
All language was originally one effect; being fluent in multiple languages’
language; there are many myths for how curse words and threats can be a boon.
humanity began speaking different languages, Wizened: For the duration of the
including the infamous Tower of Babel. With Contract, the Tinker can understand any
this Contract, the Lost can read, write and machine language or programming code and
speak any language they can see or hear, can “speak” to computers and other devices
greatly facilitating communications or and receive information.
translating long-dead languages from ancient Loophole: The character speaks a
papyri. This Contract works on all non- short phrase in pig-Latin or other nonsense
magical languages of any kind: written, “language” asking to be able to understand
pictographic, idiomatic, etc. what she is about to do.
It does not automatically break codes,
however, though it does identify the language
Turing’s Enigma (Royal)
in which the code is written if it is unknown to
The modern name for an ancient
the changeling (see the Turing’s Enigma
Contract, this power takes its moniker from
Contract for more information on code-
the British mathematician responsible for
breaking).
creating the Enigma Machine and breaking
Cost: 1 Glamour
German ciphers during WWII. The Contract
Dice Pool: None
does similar things for all sorts of codes and
Action: Instant
ciphers, normal or magical, allowing them to
Duration: One scene
be deciphered and read by the character. This
Effects: The changeling can speak,
same Contract can also be used to encode a
read and write any language she is exposed to,
message, magically obscuring it as the
whether by watching a television program,
changeling sees fit, making it readable only by
reading a medieval treatise on alchemy written
the intended recipient for the cost of a single
in Latin, or the pharaoh’s curse written on an
point of Glamour, paid by the recipient at the
ancient tomb wall in hieroglyphics.
time of reading.
Beast: For the duration of the Contract,
Cost: 2 Glamour or 2 Glamour + 1
the Beast can understand any animals she
Willpower
communicates with and they can understand
Dice Pool: None or Clash of Wills
her.
Action: Instant or Contested
Darkling: For the duration of the
Roll Results
Contract, the Darkling can speak to the
Success: If encoding a message, the
shadows of people and things. Shadows are
expenditure of Glamour is enough to disguise
quiet and observant, bearing witness to a great
the message as something else of the
many things most people are unaware of.
changeling’s choice. The roll to break this
Elemental: For the duration of the
cipher is a Clash of Wills roll. The intended
Contract, the Elemental can speak to any
recipient of the message can spend 1 Glamour
“element” in its native “language.” Elements
to read the encoded message normally.
tend to have personalities that match their
When decoding a message, mundane
natures; Lost using this contract have been
ciphers of any kind require no roll to break. If
warned.
the encryption is magical in nature, then a
Fairest: The Fairest gains a +3 bonus
Clash of Wills roll is made with success
to all Expression rolls made while the
deciphering the material. Deciphering magical

Chapter 27
Name
codes requires the expenditure of a point of
Willpower as well as the Glamour cost.
Exceptional success: The changeling
also gains the Informed Condition regarding
the subject matter of the decoded information.
Failure: The Contract Fails.
Dramatic Failure: The changeling
suffers the Disoriented Condition for (Mantle)
turns.
Beast: The Beast can apply the
Contract to tracking attempts, reading the
signs and spoor of animals’ and other
creatures’ passage in an area; it automatically
sees through all mundane attempts to hide a
trail (such as sweeping tracks or wading
through a stream). Magical concealment
prompts the Clash of Wills roll, above.
Darkling: The Bewitched gain +3 dice
to the Clash of Wills roll when deciphering
any magically encoded message, whether that
cipher was made using this Contract or some
other magic.
Elemental: The Torrents can use this
Contract to encode messages into the very
elements themselves; a breeze murmurs a
secret message to its intended recipient, or the
pops and crackles of a fire impart a message to
all those siting around its blaze.
Fairest: The Fairest receive +3 dice to
the Clash of Wills roll when someone attempts
to decode their hidden message.
Ogre: The Bruisers craft such stalwart
ciphers that they require two Clash of Wills
rolls to decode; if one fails, the attempt fails.
Wizened: The Tinkers can apply this
Contract to machine code and any computer
language to determine what a particular
program does just by looking at a piece of
code or a disc containing the program.
Loophole: The changeling must write
a word forward and backward then hide the
item on which she wrote the word as she
invokes the Contract.

28 Beyond the Hedge


Ogre: The Ogre adds her Mantle rating
Shield to the Durability of the closure for attempts to
resist being damaged or destroyed.
Bar the Door (Common) Wizened: If the portal has an actual
The Lost were abducted, or more lock of some kind, the Tinker receives +3 dice
rarely, wandered into the Hedge by accident. on the Clash of Wills roll.
Either way, they found the doorway back to Loophole: The changeling carries a
their world barred and endured unknown key of any kind and mimes the act of locking a
amounts of time with their Gentry masters lock with it.
before finally escaping. Now that they have
returned, they have learned how to bar doors
Foul is Fair (Common)
to prevent unwanted entry or exit.
The tricks of the Gentry are as
Cost: 2 Glamour or 2 Glamour + 1
uncountable as the stars in the night sky. This
Willpower
Contract allows the Lost to better defend
Dice Pool: None
against them and other foes by protecting
Action: Instant (Clash of Wills to
allies from the detrimental effects of
attempt to force the door open)
Conditions imposed by various supernatural
Effects: The changeling can magically
powers and mundane situations.
lock any sort of portal as long as it has a
Cost: 2 Glamour + 1 Willpower
mundane means of closing (such as a door,
Dice Pool: Manipulation + Subterfuge
window, steamer trunk, vault, etc.). Anyone
+ Mantle vs. Manipulation + Wyrd (Clash of
attempting to force the door open must make a
Wills)
Clash of Wills roll vs. the changeling’s
Action: Contested
Manipulation + Larceny + Wyrd or be unable
Roll Results
to open the portal until the magic wears off.
Success: The changeling can instantly
The lock remains for one scene; with the
remove the effects of a non-persistent
expenditure of a Willpower point, the lock
Condition from herself or another and “throw”
remains for 24 hours.
that Condition onto any valid target, including
Beast: The Beast can use this Contract
the original source of the Condition. A Clash
on a den of any kind such as a cave entrance,
of Wills roll is made, with the Lost adding her
burrow, or even Hedge Gate. In this case,
Subterfuge rating to the dice pool, and if
natural objects such as rocks, shrubs,
successful, she strips the Condition from her
brambles, tree limbs and similar things bar the
target and casts it onto a target of her choice
entrance as securely as a real “door.”
instead. The Condition remains until resolved
Darkling: If the Darkling succeeds at a
normally.
Dexterity + Stealth roll and is unobserved, he
Exceptional Success: With an
can obscure the portal, essentially requiring
exceptional success, the character can inflict
two Clash of Wills rolls; one to locate it, and a
the Condition on a second viable target as
second to open it.
well, if applicable.
Elemental: Those that manage to
Failure: The Contract fails, and the
overcome the lock and win the Clash of Wills
Condition remains on the original target.
suffer a number of points of bashing damage
Dramatic Failure: The changeling
equal to the Elemental’s Mantle for their
suffers the effects of the Condition herself, as
trouble.
well as the original target, until she can apply
Fairest: If the portal has no actual lock
this Contract or resolve it normally.
of any kind, the Fairest receives +3 dice on the
Clash of Wills roll.

Chapter 29
Name
Beast: For an additional point of Anyone attempting to use magic to eavesdrop
Glamour, the Best may add the Agoraphobic on those within the warded area provokes a
Condition to her target. Clash of Wills with the changeling invoking
Darkling: For an additional point of this contract; this includes powers and abilities
Glamour, the Darkling may add the Spooked that allow for the sharing of senses.
Condition to her target. Beast: The Beast’s acute senses can
Elemental: For an additional point of locate any and all listening/spying devices
Glamour, the Elemental may add the Reckless within the immediate vicinity as well as tell
Condition to her target. when someone’s senses have been co-opted by
Fairest: For an additional point of another. Those obscured by magic prompt a
Glamour, the Fairest may add the Guilty Clash of Wills to locate, to which the Beast
Condition to her target. adds +2.
Ogre: For an additional point of Darkling: The Darkling ward also
Glamour, the Ogre may add the Cowed affects sight, blanketing the area in shifting,
Condition to her target. concealing shadows so that observers cannot
Wizened: For an additional point of see or hear who is present or what they
Glamour, the Wizened may add the discuss.
Withdrawn Condition to her target. Elemental: The Torrent can send
Loophole: The changeling makes magical feedback to those who attempt to
some sort of physical motion and appropriate mystically scry on her and her companions,
sound, such as blowing a kiss with a muah! or causing one point of lethal damage to the
throwing a ball toward the intended target offending spellcaster and prompting a Clash of
while yelling “Here, catch!”. Wills to end the offending spell.
Fairest: The Fairest gains +3 dice on
Whisperward (Common) any Clash of Wills contests to pierce her ward.
In the 21st century, prying ears like Ogre: The might of the Brute causes
Alexa and Google-Home are everywhere; cell those who fail the Clash of Wills to
phones and computers act as recording devices immediately suffer the Insensate Tilt from the
unbeknownst to their owners. Prior to this age, magical backlash.
magical scrying was employed by all sorts and Wizened: The Hatter can turn
changelings learned very early to ward electronic listening devices back on their
themselves against prying eyes and owners, hearing anything spoken by the
eavesdroppers. person(s) who planted the devices.
Cost: 1 Glamour Loophole: The changeling must
Dice Pool: None whisper to all those present to be covered by
Action: Instant the ward at the time it is invoked.
Duration: One scene
Effects: The Lost creates a zone of
protection roughly equal to a 10x10 room per
dot of Wyrd she possesses. Anyone inside that
area can speak without fear of being heard by
mundane, magical or electronic means. For
example, anyone standing outside the door to
a room so warded would only hear muttered
nonsense while listening devices planted
inside the room would transmit gobbledygook
messages to those attempting to listen in.

30 Beyond the Hedge


Steed Darkling: The character’s paper trail,
from lease agreements to credit card receipts,
Waylaid Traveler (Common) becomes lost for the duration of the Contract,
Pursuit was a constant threat to the preventing anyone from locating such
Lost once they escaped their Keepers and fled information about the character for the
into the Hedge. With this Contract the duration.
changeling is capable of evading pursuit for a Elemental: When traveling through
time, as her pursuers run in circles, unable to any natural setting, such as a forest, desert or
follow a trail or recognize known landmarks. even a park, the Elemental gains +3 dice to
Cost: 2 Glamour activate this Contract as the natural elements
Dice Pool: Manipulation + Subterfuge aid in covering her tracks and obscuring her
+ Mantle – Composure trail.
Action: Instant Fairest: Anyone whom the Fairest
Roll Results knows will be unable to recall any details
Success: If the changeling scores at about her for the duration of the Contract,
least one success, subtracting the highest preventing pursuers from gaining any
Composure if pursued by a group, then the information from friends, family and
pursuers will wander around in circles, unable acquaintances.
to follow her whether in the Hedge or the real Ogre: When traveling through any
world for a number of hours equal to her urban setting, the Ogre gains +3 dice to
(Mantle x 2). Targets do not endanger activate this Contract as the man-made
themselves by walking off cliffs or roof features, including trash and construction
ledges, for example, but they are subject to debris, aid in covering his tracks and
natural hazards such as weather, wild animals obscuring his trail.
and the Hedge’s strange and feral denizens. Wizened: The effects of the Contract
This power can also target anyone also apply to electronic means of tracking,
within line of sight to simply make them surveillance and observation including
unable to get to their desired location until the cameras, motion detectors and even ATMs.
Contract wears off. Mischievous Lost are Loophole: The changeling runs around
known to play tricks on hapless mortals in this in circles chanting a silly rhyme, such as “Ho
way, or test their resolve in the pursuit of ho, hee hee, you can’t catch me!” or “Run,
secrets. run, fast as you can! You can’t catch me, I’m
Exceptional success: If the changeling the Gingerbread Man!”
scores an exceptional success, the target
completely forgets what they were doing in
pursuit of the changeling and wanders off to
another more pressing matter. It will not
resume the hunt for a full 24 hours.
Failure: The Contract Fails.
Dramatic Failure: The changeling
leaves such an obvious trail that anyone
attempting to follow her gains a +3 bonus to
all tracking attempts for the next 24 hours.
Beast: The effects of the Contract
apply to any and all animals, mundane or
Hedge-beasts, which attempt to track or are
being used to track the character.

Chapter 31
Name
Wildwalking (Common) means the observer loses track of the
Having braved the madness of the changeling.
Hedge, the Lost don’t suffer from normal Elemental: The Elemental applies half
environmental hazards don’t phase them. Rain her Wyrd (rounded down) as a penalty to
and winds avoid her, thin branches move out anyone attempting to follow or track her.
of her way and fog parts to allow her a clear Fairest: The Fairest rounds up on her
view. Thus, she can operate normally in Wyrd score when determining the number of
conditions that would hinder others. penalties to ignore.
Cost: 1 Glamour Ogre: The Brute gains 1/1 Armor
Dice Pool: None against all natural weapons including the
Action: Reflexive claws and teeth of animals, clubs of wood and
Duration: One scene stone, etc. (but not manmade or modified
Effects: The Lost can cancel a number weapons such as swords or bullets).
of penalties caused by environmental Wizened: The Wizened can spend an
conditions or the natural world equal to half additional 2 points of Glamour to apply the
her Wyrd score, rounded down. Such effects of this Contract to a vehicle no larger
conditions include penalties to perception due than a small four-door sedan (and thus, to
to fog, smoke or wind as well as penalties to everyone inside).
movement due to thick branches, ice, rain or Loophole: The character picks a blade
high winds. The effects remain for a scene and of grass, piece of straw, twig or similar
cannot result in a bonus for the character material and chews it as she invokes the
should her Wyrd exceed the number of Contract.
penalties. Particularly severe penalties may
only be partially lessened by this power.
Beast: The Beast gains the cooperation
of any nearby animals who can provide him
with information on other potential hazards or
the movements of his enemies.
Darkling: The Darkling gains +3 dice
on all Stealth rolls and can attempt a roll at
Stealth even if he is being observed; success

32 Beyond the Hedge


Smoke-Stepping (Royal) and doubles the distance he may teleport
Like phantoms in the fog, this Contract through shadows only to (Wyrd x 10) yards.
allows the Lost to move about in areas of Elemental: The Torrent automatically
smoke or fog silently and instantaneously, gains a second element of his choice to use
confounding his foes as he disappears and with this Contract. If the element chosen is
reappears to harry them from all directions or related to his mien, he doubles the distance he
to make a quick and unseen escape. may teleport through that element only to
Cost: 2 Glamour + 1 Willpower (Wyrd x 10) yards.
Dice Pool: None Fairest: The Fairest can spend 1 point
Action: Instant of Glamour and touch an opponent to
Duration: One scene transport them through the smoke up to (Wyrd
Effects: Once activated, the character x 10) yards. The target may make a Clash of
may take his move action to instantly move to Wills with the Fairest adding +3 to her dice
any location that is both within the fog/smoke pool to avoid the effect.
and within a number of yards from his current Ogre: The Brute may carry an
location equal to (Wyrd x 5). He may appear additional person with them for the cost of 1
facing any direction and can surprise any additional Glamour when using this Contract.
opponents that do not possess a Merit or Wizened: The Domovoi may, at the
heightened senses to detect ambushes (such as cost of 2 additional Glamour, apply the effects
Danger Sense or Auspex). of this Contract to a vehicle no larger than an
Beast: The Beast’s keen senses allow average four-door sedan (and, consequently,
him to detect anyone within (Wyrd x 10) to all those inside the vehicle).
yards, despite the obscuring smoke, so that he Loophole: The changeling walks
remains aware of all enemies and allies. through a source of smoke, fog or mist such as
Darkling: The Darkling automatically that from a cigarette, fog machine or the spray
adds the element of shadow to this Contract from a waterfall, no more than 10 minutes
prior to activating the contract.

Chapter 33
Name
Court Contracts

Condition in regards to the character who


Spring invoked the Contract.
Exceptional Success: The target also
Doorway to Desire (Common)
suffers the Wanton Condition in regards to the
The Hedge touches upon the mortal
character.
world through doorways; any sort of portal
Failure: The Contract fails.
that can be opened and closed has the potential
Dramatic Failure: The changeling
to open onto the Hedge, as all Lost know with
suffers the Intoxicated Condition for the
their innate ability to utilize these portals.
remainder of the scene.
However, that ability cannot predict where the
Loophole: The character eats or drinks
changeling may end up within the Hedge, thus
the same food or drink she wishes to enchant
this Contract was bargained for with the
prior to invoking the Contract.
Hedge itself. The Lost may use this Contract
to open a gateway that leads to anywhere
within the Hedge that they have ever visited
before. The doorway remains open until the
character closes it, potentially allowing allies
to follow her through.
Cost: 2 Glamour
Dice Pool: None
Action: Instant
Duration: Varies
Loophole: The changeling has shed a
few drops of blood sometime in the past at the
location she wishes to travel to.

Faerie Feast (Common)


Mortal visitors to Faerie were always
cautioned against eating or drinking anything
they were offered; should they do so, the
faeries invoked the rules of hospitality and the
hapless mortal was obligated to remain with
the faeries. This Contract enchants foodstuffs
so that those who consume them find their
inhibitions are lowered for a time, making
them more susceptible to other manipulation.
Cost: 1 Glamour
Dice Pool: Manipulation + Empathy +
Mantle vs. Composure + Wyrd
Action: Contested
Roll Results
Success: The target who consumed the
enchanted food or drink suffers the Swooned

34 Beyond the Hedge


In Vino Veritas (Common) Effects: The Lost gains the Eidetic
Latin for “In wine lies the truth,” Memory Merit for the scene. With the
suggesting that even in the Roman era it was expenditure of a Willpower point, she retains
known that those who became intoxicated the effects of the Merit for 24 hours.
were more likely to divulge their true thoughts Loophole: The Lost whispers a secret
than were sober individuals. This Contract to a small stone, and then tosses it behind her
allows the changeling to enchant an alcoholic as she invokes the Contract.
drink of any kind so that the next person who
consumes it will speak the truth for a time. Memory of Trees (Common)
Cost: 1 Glamour Trees have long memories; many have
Dice Pool: Presence + Persuasion + witnessed centuries, some, millennia. With
Mantle vs. Stamina + Composure this Contract, the Spring courtier can lay a
Action: Instant and Contested (See gentle hand upon a tree and learn all that it has
below) seen. The larger and older the tree, the greater
Roll Results its depth and breadth of information.
Success: The changeling spends a Cost: 2 Glamour
point of Glamour and a single alcoholic drink Dice Pool: None
is enchanted with veracity. The next Action: Instant and extended
individual who consumes even a portion of the Effects: The character can learn
drink must make the contested roll; if they anything that has happened in the tree’s
fail, the individual is compelled to speak the vicinity (roughly 100’ radius per 10’ of
truth until the sun next rises or sets, whichever height). The older the tree, the farther back its
comes first. The changeling, or indeed anyone, memory stretches, and a character can delve
can ask any questions they like of the affected deeper into the past each turn she maintains
individual and expect the truth… sometimes contact with the tree. This information comes
learning far more than they needed or wanted as mental images of events that transpired
to know. around the tree. The character can see
Exceptional success: If the target fails backward in time 1 day per turn. It is not
to resist, they suffer the Confused Condition uncommon for Lost with plant-affinities to
for the duration. remain in contact with a given tree for days to
Failure: The Contract Fails. experience the entirety of their ancient lives.
Dramatic Failure: The changeling can The images are played like a silent movie the
only speak the truth for the next 24 hours. changeling can move forward or backward
Loophole: The character takes a shot through as she likes. The memories continue
or other drink of alcohol as he invokes the until the changeling stops them or she breaks
Contract. contact with the tree.
It is not recommended to attempt this
Memory of Stone (Common) Contract with Hedge-trees, as the results have
Stones remember everything, and have entirely unpredictable and occasionally
much to teach for those who will listen. With horrific results.
this Contract, the changeling greatly enhances Loophole: The changeling or a
her ability to recall details for a short time. member of his mortal family (living or dead)
Cost: 1 Glamour or 1 Glamour + 1 has planted the tree in question.
Willpower
Dice Pool: None
Action: Reflexive

Chapter 35
Name
Merry Meet (Common)
First impressions are everything; and
the Court of Desire almost always wishes to
put their best foot forward in any meeting.
This Contract allows the changeling to do just
that, giving her a boost to her social skills if
successful. The Contract in effect makes her
appear more charming and alluring than she
may actually be, at least for a time.
Cost: 1 Glamour
Dice Pool: Presence + Socialize +
Mantle vs. Resolve + Composure
Action: Instant and Contested (See
below)
Roll Results
Success: If the changeling scores more
successes than her target, she gains 3 extra
dice to all further social rolls against the target
for the remainder of the scene.
Exceptional success: On an
exceptional success, the target also suffers the
Swooned Condition toward the changeling
until it is resolved.
Failure: The Contract Fails.
Dramatic Failure: The changeling
comes off as rude, vulgar, pushy or abrasive
and all attempts at social actions against the
target suffer a -3 penalty for 24 hours.
Loophole: The changeling offers
something to the person she is trying to
impress, whether that be a business card or a
drink. The other party does not need to accept
the offer to fulfill the loophole.

36 Beyond the Hedge


Mantle of Terrible Beauty (Royal) suffer the Cowed Condition for the remainder
Though the Court of Emerald may not of the scene.
be known for its zealous warriors or cold- Failure: The Contracts fails to take
hearted assassins, they are far from effect.
defenseless; they just cater to their particular Dramatic Failure: The Contract has
strengths. By dropping their Mask and the opposite effect, causing all attackers to
allowing others to view the terrible beauty of become emboldened by the apparent weakness
Arcadia in their miens, they can frighten or of the changeling. Attackers gain one
incapacitate foes without worry of a loss of additional die to all attack rolls made against
Clarity. the changeling for the remainder of the scene.
Cost: 2 Glamour + 1 Willpower Also, this Contract cannot be invoked again
Dice Pool: Presence + Intimidation + until the sun next sets.
Mantle vs. Composure + Wyrd Loophole: The character is fighting a
Action: Contested duel or other combat that has been agreed to in
Duration: One scene advance; it need not be a one-on-one fight.
Success: This Contract affects
everyone within three yards per dot of the
changeling’s Wyrd. One contested roll can be
made for a crowd of mortals, but supernaturals
should make their own rolls. If the Lost rolls
any successes, he fills the onlookers with a
mixture of terror and awe. If he scores more
successes than a target’s resistance roll, the
victim flees the changeling’s presence in utter
terror. Those who fail but are prevented from
escape for some reason suffer -2 dice to all
actions from.
For those who roll equal or more
successes against the changeling do not have
to flee, but are still awed and intimidated by
the Mantle of Terrible Beauty, suffering -2 to
all attack rolls against the changeling. The
Lost also gains a +2 to all rolls to further
intimidate remaining onlookers. The Mantle
persists until the changeling ends it or the
scene ends, whichever comes first. Anyone
who enters the area while the Mantle is in
effect is subject to its effects.
The Mantle affects all present, friend
or foe, with the exception of any changelings
bound to the character through a motley
pledge, and can only be used on a single
individual once per scene.
Exceptional Success: All victims who
fail to resist suffer the Frightened Condition
for the remainder of the scene; all those who
score an equal number of successes to resist

Chapter 37
Name
Summer My Anger is My Armor (Royal)
The heat of summer is relentless, just
Sunflash (Common) as are the warriors of the Summer Court. With
The Iron Spear relies on martial this Contract, the Summer courtier stokes his
prowess to overwhelm and assault its foes, but fury and turns it into literal armor to protect
sometimes all one needs is just a moment of against his foes.
distraction to gain the upper hand; this Cost: 2 Glamour
Contract provides that with a brief but brilliant Dice Pool: None
display of summer. Action: Reflexive
Cost: 1 Glamour Duration: One scene
Dice Pool: None Effects: The character accepts the
Action: Reflexive Berserk Condition for the scene, and in
Effects: A blaze of light appears exchange, receives an armor rating equal to
around the changeling for only a moment, but his Mantle rating. This magical armor does not
long enough to blind anyone looking at her in stack with mundane armor, is effective against
that instant. Victims suffer the Blind all types of damage, and can appear in any
Condition for this turn and the one after, and form the character wishes, from silky flowing
then their vision clears. The changeling gains robes, to blazing bronze plate mail. The armor
a bonus to her initiative equal to her Mantle vanishes at the end of the scene and the
rating for the following turn. If she elects to Condition resolves at the same time. Should
hide or invoke a Contract that can only be the Lost desire to end the effects early, he
done while unobserved, Sunflash explicitly must spend a Willpower point to resolve the
permits this; otherwise she likely gains the Condition and remove the armor. If the
upper hand on her next combat action. Condition is removed by another source prior
As a side note, this Contract does not to expiring, the armor is likewise dispelled.
generate actual sunlight, but it will likely give This Contract cannot be combined with
vampires a fright and keep the, wary of the an Unleashing of a similar effect, thus
changeling. imparting a “double-Berserk” Condition.
Loophole: The changeling tosses a Loophole: The character rages loudly
golden coin of any kind into the air and clearly, challenging an opponent to fight
immediately before invoking this Contract; the him in front of all those present.
coin need not be made of real gold.

38 Beyond the Hedge


Solstice Revelations (Royal) Autumn
The light reveals all truth, burning
away disguises and deceptions like morning Babel’s Curse (Common)
mist. Communication is based on a carefully
Cost: 3 Glamour crafted set of common understanding,
Dice Pool: Presence + Occult + Mantle symbolism and meaning. An utter breakdown
Action: Instant of one’s ability to give and share information
Duration: One turn per success is a devastating blow.
Roll Results Cost: 1 Glamour or 1 Glamour + 1
Success: Light floods the area up to a Willpower
radius of 100 feet. Anywhere the light shines Dice Pool: Intelligence + Expression +
the ability to hide or disguise oneself is Mantle – Resolve
reduced to a chance roll, and any previously Action: Instant
hidden or disguised characters must make a Roll Results
chance roll or be revealed. Anyone employing Success: The targeted individual is
supernatural powers to disguise or hide unable to communicate in any manner for a
themselves must make a Stealth + Wyrd roll number of turns equal to the changeling’s
(substituting Blood Potency, Primal Urge or successes (with a Willpower point the duration
similar Traits, if possessed) at a -5 penalty or can become a scene). This includes verbal,
lose the protection of those powers as well. written, physical or supernatural means. It is
Even the Mask flickers and weakens in not simply a matter of losing one’s voice or
this light; anyone who could normally see forgetting how to write; the shared basis for
through the Mask may make a standard communicating ideas breaks down for the
perception roll to see the miens of any target, leaving them able to speak words, write
changelings or tokens they look at. Once the letters or use gestures, but not in such a way
light has faded, anyone may attempt to hide or that they have any meaning for those around
disguise themselves without penalty. them. The most fundamental of
Exceptional Success: The revelatory communications: a shout of alarm, a cry of
light persists for two turns per success and the pain or a joyful laugh can be communicated;
character can end it sooner at will. anything more complex is scrambled until its
Failure: The light does not respond to meaning is lost entirely.
the changeling’s command. Exceptional Success: As with an
Dramatic Failure: The character ordinary success, however, for the duration of
offends the sun and is blinded for his hubris; the Contract the targeted individual also
he suffers the Blind Tilt for the remainder of suffers the Synesthesia Condition.
the scene. Failure: The Contract has no effect.
Loophole: The character is using the Dramatic Failure: The Contract
power within his Court’s favored time. backfires, and the changeling suffers from the
effects of Babel’s Curse for the next 24 hours.
Loophole: The changeling writes the
target’s name or commonly used nickname on
a piece of paper and tears it into tiny pieces as
she invokes the contract.

Chapter 39
Name
Dead Men’s Tales (Common) changeling during this time as well, for good
They say dead men tell no tales… most or ill. Helldivers using their kith blessing can
of the time, anyway. Invoking this Contract choose to interact with the user of this
allows the changeling to call up a non-sentient Contract at their express option.
echo of the dead and communicate with it. Loophole: The changeling wipes a bit
This ghostly shadow is not a true ghost but an of ash on his eyelids prior to activating the
echo without self-awareness or intelligence; contract.
the echo fades at the end of the scene.
Cost: 2 Glamour
Dice Pool: Presence + Occult + Wyrd
Action: Extended
Duration: One scene
Roll Results
Success: The shade appears and will
answer one question per success precisely and
honestly but will not provide any additional
information beyond what is requested.
Exceptional Success: The shade will
provide any important additional information
that the changeling might not have known to
ask for, or knew she needed.
Failure: The shade does not appear.
Dramatic Failure: The shade appears
but provides incomplete or incorrect
information in some significant way that is not
immediately obvious to the changeling.
Loophole: The changeling burns the
Persephone’s Doorway (Royal)
feather of a crow or raven and wafts the
The Gentry made bargains with Death
smoke over the corspe to be questioned.
itself, granting them immortality; though that
particular bargain is denied the Lost, entering
Ghostly Presence (Common) the Underworld is available for those brave, or
The dead are among us, unseen and foolish, enough to do so. This Contract calls
unheard by the living. This clause allows the upon the ancient pacts to allow a desperate
changeling to physically interact with any changeling to open a doorway into the lands of
ghosts in her area (same room, or the dead, letting mortals cross into (or ghosts
conversational distance outside) in Twilight, cross out of) those shadowy lands.
including seeing, hearing, speaking to and Cost: 2 Glamour + 1 Willpower
touching them. Dice Pool: Manipulation + Occult +
Cost: 1 Glamour Mantle
Dice Pool: None Action: Instant
Action: Instant Duration: One night per success
Duration: One scene Roll Results
Effects: The changeling interacts with, Success: The changeling creates a two-
sees, hears and can speak to ghosts and others way portal between the living world and the
in Twilight in the area as if they were living, world of the dead, which may be passed
including being able to attack them physically. through from either direction for the duration
The ghosts can also interact with the of the portal’s existence. Once the contract

40 Beyond the Hedge


expires, the door closes, potentially trapping Exceptional Success: As a success,
individuals on the wrong side. but targets who fail to resist also suffer the
Exceptional Success: The door is Cursed Condition for one week afterward.
created, and the changeling may “lock” it with Failure: The Contract fails.
a password or phrase of his choice, which Dramatic Failure: The changeling
must be spoken by anyone attempting to us the suffers the Deaf and Disoriented Conditions
door from either side. for (Mantle) turns.
Failure: The Contract fails and the Loophole: The changeling has at least
door does not open. a piece of a shroud or other clothing that has
Dramatic Failure: The door opens, been worn by a deceased individual.
but is only one way; those passing through
will be trapped on the wrong side. The living
can only pass to the Underworld – but not
back – and the dead can enter the mortal world
but not return.
Loophole: The changeling draws a
rough outline of a door, complete with
doorknob, on a wall in chalk, grasps the knob
and “opens” the door as he invokes the
Contract.

Banshee’s Wail (Royal)


Anguish and doom; death and
misfortune; those that heard the keening wail
of the ben side knew she foretold the death of
the one who heard her or someone close to
them. The Lost use this Contract to terrify and
demoralize their foes in battle or torment
solitary victims, feeding on the fear this
Contract engenders.
Cost: 2 Glamour + 1 Willpower
Dice Pool: Presence + Intimidation +
Mantle vs. Composure + Wyrd
Action: Contested
Roll Results
Success: All those within a number of
yards equal to (Mantle x 10), friend or foe,
must make the reflexive resistance roll. Those
that fail suffer the following effects:
• Take a number of levels of bashing
damage equal to the character’s
Mantle.
• Suffer the following Conditions for
the remainder of the scene: Deaf,
Frightened.
Those that succeed their resistance
rolls still suffer the Deaf Condition for
(Mantle) turns.

Chapter 41
Name
Bauble of the Mind (Royal) Elfshot (Royal)
The Leaden Mirror deals in all things Long before the advent of modern
mystical and arcane with information being its medicine, those unfortunate enough to suffer a
stock in trade; for some that includes trading heart attack or stroke were often said to have
in memories. This Contract allows the been “elf shot.” While most people may have
changeling to remove a specific memory from died from natural causes, no few were indeed
a target and store it within a small object slain by this Contract, one that fits the unseen
(usually a gemstone of some sort, though any and dreadful nature of Autumn quite well.
small item even marbles have been used). Cost: 1 Glamour or 1 Glamour + 1
Afterward, the memory can be Willpower
experienced by another by simply holding the Dice Pool: Dexterity + Occult +
item and spending a point of Glamour. If the Mantle
memory resonates with the type of emotion Action: Instant
preferred by the changeling (Wrath for Roll Results
Summer, Fear for Autumn, Desire for Spring Success: This Contract creates a “dart”
or Sorrow for Winter), the character in the hands of the changeling, which may
experiencing the memory regains a point of then be thrown at a target to inflict damage.
Willpower. If the item is broken or destroyed, The weapons traits are as follows: Damage
the memory returns to its original owner. The (Mantle)L, Ranges 10/20/40 yards/meters,
changeling can also release the memory at any Initiative penalty 0, Size 1. If the player also
time to return to its original owner. spends one point of Willpower, the damage is
Cost: 2 Glamour + 1 Willpower aggravated instead. The dart returns to her
Dice Pool: Manipulation + Occult + hand at the beginning of each turn for the
Mantle vs. Resolve + Composure Contract’s duration. Those victim’s slain by
Action: Contested the dart will exhibit signs of mundane demise
Roll Results such as stroke, heart attack, aneurysm or
Success: The changeling removes the similar conditions when examined by medical
memory (stated in general terms as “your means.
wedding day” or “your sixteenth birthday” or Exceptional Success: The dart also
“you don’t remember seeing me”) from the inflicts the Stunned Tilt on a successful hit.
victim and stores it within the item; the victim Failure: The Contract fails.
retains only a foggy recollection of the event Dramatic Failure: The changeling
as if it were a dream and cannot recall fumbles and is herself Stunned instead.
specifics. The memory is brief and finite, an Loophole: The changeling carries a
event of a few hours; this Contract cannot small token of some kind made of bronze.
remove whole swaths of a victim’s memories.
Exceptional Success: The memory is
so rich that the changeling invoking the
Contract regains the point of spent Willpower.
Failure: The Contract fails.
Dramatic Failure: The changeling
gains the Amnesia Condition for 24 hours.
Loophole: The changing has a string
tied around at least one finger to remind them
of something (whatever that may be).

42 Beyond the Hedge


Haunted House (Royal) For each point of Glamour spent
Autumn is the season of fear and what beyond the initial 2, the changeling can
better way to keep unwanted visitors away impose a -1 penalty to contested rolls for
than with this Contract? Calling upon the intruders up to a maximum of -5. Fulfilling the
power of the Wyrd to manifest all manner of Loophole in this Contract only removes the
creepy and dreadful effects within a location, initial 2 Glamour. The effects persist for one
the changeling helps ensure that most people week in the mortal world, or one month if the
avoid it. Those few brave souls who manage changeling uses this Contract to protect her
to last more than a few minutes find their Hollow or another location within the Hedge.
terror increasing until they run screaming from Loophole: The changeling has
the house. persuaded one or more actual ghosts
Cost: 2+ Glamour (see below) (including Hedge ghosts) to enter the location
Dice Pool: None (see below) prior to invoking this Contract.
Action: Instant
Duration: 1 week or 1 month Wake the Dead (Royal)
Effects: With the expenditure of 2 While no known Contract can return
Glamour, the changeling can cause the Wyrd the dead to life, this power can at least allow a
to manifest various audiovisual effects corpse to serve again under the control of its
typically associated with haunted houses: creator. Though uncommon, this Contract has
creaking floors, footsteps, screams, cries and seen use among the darker and more macabre
whispers, cold spots, moving shadows and members of the Ashen Court who have used
objects and many other similar effects. The the resulting “zombies” as servants, guards
character can tailor the effects to specifics, if and as unliving props by true connoisseurs
she desires, or just allow the Wyrd to do its haunted houses to provide a feeling of true
work; the Wyrd has an uncanny ability to tap authenticity.
into the dreams of trespassers and bring their Cost: 3 Glamour + 1 Willpower
fears to life. These effects only manifest when Dice Pool: Manipulation + Occult +
anyone other than the changeling who invoked Mantle
the Contract enters the location (which can be Action: Instant
no larger than a large house; outdoors the area Roll Results
is equal to 10 sq. yards per point of Wyrd). Success: The corpse must be fairly
Anyone else whom the Lost does not fresh or have been preserved, such as those
specifically designate must make a Resolve + found in a funeral home prior to being buried
Composure roll against the changelings or cremated; corpses buried longer than a
Presence + Intimidation + Wyrd or month are too decomposed to be of use to the
immediately suffer the Spooked Condition. If changeling. On a success, it rises as a zombie
the afflicted character leaves immediately, the under the control of the changeling and
Condition resolves at the end of the scene. For remains active for three days before collapsing
every minute they remain within the haunted into dust and bits of bone. The basic statistics
house, they must make another roll, as above; for a zombie are below.
if they fail a second roll, they gain the Shaken Exceptional Success: On an
Condition. If they continue, and fail a third exceptional success, the zombie gains +1 to
time, they gain the Frightened Condition and Strength, Stamina and Intelligence, making it
flee the house completely. If the individual capable of performing other simple tasks
succeeds at three contested rolls, they are besides attacking enemies.
immune to further effects of the haunted house Failure: The Contract fails.
and may continue to explore the location
normally.

Chapter 43
Name
Dramatic Failure: The corpse
animates and promptly attacks the changeling
until destroyed or the character can escape.
Loophole: The light of a waxing moon
touches the corpse to be animated; whether
through the window of a mortuary or outdoors
in a graveyard.

Animated Corpse (Zombie)


Mental Attributes: Intelligence 0,
Wits 0, Resolve 0
Physical Attributes: Strength 4,
Dexterity 1, Stamina 4
Social Attributes: Presence 3 (for
fear/intimidation only), Manipulation 0,
Composure 0
Physical Skills: Brawl 3, Survival 3
Social Skills: Intimidation 3
Willpower: 3 Initiative: 1
Defense: 3
Speed: 5 Health: 7
Weapons/Attacks
Type Damage Range Dice Pool
Grapple 0B Melee 7
Bite 2L Melee 7
Banes: Attacks to the head
Dread Powers: Natural Weapons ⚫⚫,
Toxic ⚫, Unbreakable

44 Beyond the Hedge


Whispers in the Dark (Royal) Loophole: The changeling performs
Nearly everyone mutters little things in this Contract within her own private quarters,
the dark of night, when they think they’re alone and in complete darkness.
alone and no one is listening. All those prayers
and pleas, curses and desires go somewhere Withering Glare (Royal)
and this Contract allows a changeling to Autumn is the season when trees shed
access that place and retrieve specific their leaves, fruit that has not been harvested
information. It can also allow a character to begins to rot and the vitality of the previous
attempt to recover truly ancient or lost spring and summer begins to fade. With but a
information; secrets lost since the world was sneering glance at her target, a changeling can
young are still found in the cold, dark spaces cause him to suffer the withering of autumn as
between the stars. well.
Cost: 2 Glamour or 2 Glamour + 1 Cost: 2 Glamour
Willpower (for truly ancient or lost Dice Pool: Presence + Intimidation +
knowledge) Mantle vs. Stamina + Wyrd
Dice Pool: Wits + Occult + Mantle Action: Contested
Action: Extended Roll Results
Duration: One scene Success: The changeling must be able
Roll Results to see her intended target. A success on this
Success: Each roll represents one turn Contract causes the target to suffer either the
of “listening,” in which the changeling is at a - Arm Wrack Tilt or the Leg Wrack Tilt, at the
2 die penalty to all other actions. A number of changeling’s option. This Tilt remains for the
successes (determined by the Storyteller based scene before resolving itself.
on the obscurity of the information sought) is Exceptional Success: The target also
required to retrieve the desired information. suffers the Immobilized Tilt for the scene.
Once that number is reached, the changeling Failure: The Contract fails.
learns the specific information, even in so far Dramatic Failure: The Lost suffers
as hearing the original whispered comments. the Tilt she intended to inflict for (Mantle)
Exceptional Success: The connection turns.
to whatever is providing the insight also Loophole: The Lost wrings a cloth,
bestows one of the following Merits for the crumples a piece of paper, or similar action as
next 24 hours, chosen randomly (or by the she invokes this Contract.
Storyteller): Danger Sense, Eidetic Memory,
Encyclopedic Knowledge, Eye for the
Strange, Indomitable, Medium, Mind of a
Madman, Omen Sensitivity, Supernatural Lore
(one type of non-fae supernatural) or
Tolerance for Biology.
Failure: No link is established, and the
character cannot try again for the remainder of
the scene.
Dramatic Failure: The character
immediately suffers the Spooked Condition,
which remains for a week. His brush with the
Beyond has left him jumping at shadows and
hearing whispers from every darkened corner.

Chapter 45
Name
Winter Dramatic Failure: The Lost loses
initiative for this turn and the next, as sadness
Mindveil (Common) overwhelms her.
Winter nights are empty and devoid of Loophole: The changeling sheds at
anything other than darkness and biting cold. least one tear of her own within the same
With this Contract, the Winter courtier shields scene prior to activating the Contract.
her mind from prying magics intent on reading
her thoughts or controlling her actions. Curse of Fading (Royal)
Cost: 1 Glamour Being alone is often one of the worst
Dice Pool: None things most people imagine; the loneliness and
Action: Reflexive despondence that comes with being unnoticed
Duration: One scene and forgotten has caused many to take their
Effects: The Lost adds her rating in own lives. The Onyx Court found a way to
Mantle to all resistance rolls against powers curse an enemy to go unnoticed by everyone
that attempt to read or control her mind. If she around him, at least for a time, making that
successfully resists, mind readers see only sorrowful existence a reality.
darkness and hear only the howl of wind Cost: 3 Glamour + 1 Willpower
across a glacier. The changeling can Dice Pool: Manipulation +
selectively allow the use of telepathy on Intimidation + Mantle vs. Resolve +
herself as desired, to allow for allies to Composure
communicate wordlessly, if necessary. Action: Instant and Contested (See
Loophole: The character listens to below)
“white noise” before she invokes the Contract; Roll Results
this can include from headphones tuned to Success: If the changeling scores more
static, a television or even a large shell held to successes than the victim, the victim slowly
the ear to “listen to the ocean.” fades from sight over the next round,
effectively becoming trapped in a state similar
Veil of Tears (Common) to, but different from, Twilight. While in this
Sometimes a changeling only needs a state of non-existence, they cannot be seen,
moment – a moment to escape or to attack. heard or felt by anyone in the real world or the
This Contract grants that moment by suddenly Hedge without the use of magical means (such
overwhelming a target with sadness so intense as Auspex, the Ghostly Presence Contract or
that tears immediately flood their eyes, by those employing Whispers of Morning).
causing them to momentarily blink and look The victim can see and hear into the real
away. world but is powerless to affect it in any way.
Cost: 1 Glamour The victim remains in this state for a number
Dice Pool: Manipulation + Empathy + of days equal to the changeling’s Mantle
Mantle vs. Composure + Wyrd rating; after that time, they slowly fade back
Action: Contested into the real world over the course of a round.
Roll Results (Note: This Contract is essentially the
Success: The changeling goes before same as Whispers of Morning, except it can
her target in the following turn, regardless of only be used on another target, not the
what their original initiative orders were. changeling herself.)
Exceptional Success: As a success, Exceptional Success: When the victim
but the target also suffers the Lethargic returns to the real world they suffer the Fugue
Condition. Condition until it can be resolved.
Failure: The Contract fails. Failure: The Contract fails.

46 Beyond the Hedge


Dramatic Failure: The changeling sees their deaths, and he knows that kingdoms
herself becomes trapped in non-existence for a crumble and even his greatest efforts will
number of hours equal to her Mantle. come to naught.
Loophole: The victim has actually Cost: 1 Glamour + 1 Willpower
seen a ghost before, whether through the ghost Dice Pool: Manipulation + Persuasion
using its own Numina to manifest, an + Mantle vs. Composure + Wyrd
application of the Ghostly Presence Contract Action: Contested
being applied to the victim or similar powers Roll Results
prior to the Curse of Fading being enacted. Success: The target who fails to resist
finds that their grief redoubles in their hearts
My Sorrow is My Armor (Royal) and life’s roads always lead downhill into
The Onyx Court may not be as martial darkness. Victims suffer the Broken Condition
as their Summer cousins, but some are until resolved.
frighteningly powerful warriors, able to Exceptional Success: As above, and
sustain amounts of damage that would cripple the victim also suffers the Madness Persistent
lesser fughters. Condition focused on despair until resolved.
Cost: 2 Glamour Weak-willed victims typically end their own
Dice Pool: None lives, seeing no way to escape the darkness in
Action: Reflexive their hearts.
Duration: One scene Failure: The Contract fails.
Effects: The character accepts the Dramatic Failure: The changeling
Numb Condition for the scene, and in suffers the Guilty Condition for (Mantle) days
exchange, ignores a number of wound before it fades.
penalties equal to her Mantle rating. The Loophole: The changeling holds the
character continues to act even if brought heart of an animal, frozen through means
below Incapacitated as long as this Contract is natural or otherwise, and utters the target’s
in effect; once it ends, her wounds take full name and her intent over it.
effect. Should the Lost desire to end the
effects early, he must spend a Willpower point
to resolve the Condition and remove the
protection. If the Condition is removed by
another source prior to expiring, the protection
is likewise dispelled.
This Contract cannot be combined with
an Unleashing of a similar effect, thus
imparting a “double-Numb” Condition.
Loophole: The character rages loudly
and clearly, challenging an opponent to fight
him in front of all those present.

Soul Rime (Royal)


The Court of loss and sorrow has its
own methods of dealing with its enemies, and
this Contract is one of the most potent in their
arsenal of magics. If successful, this Contract
lays the gloom of utter despair on the heart of
the victim. He sees the dark side of all
goodness; in the eyes of laughing children he

Chapter 47
Name
48 Beyond the Hedge
Away with us he’s going,
The solemn-eyed:
He’ll hear no more the lowing
Of the calves on the warm hillside
Or the kettle on the hob
Sing peace into his breast,
Or see the brown mice bob
Round the oatmeal chest.
For he comes, the human child,
To the waters and the wild
With a faery, hand in hand,
For the world’s more full of weeping
than he can understand.
-- W.B. Yeats
Inside you’ll find:

• An optional system of channeling emotions to perform magical feats.


• Five new kiths including the predatory Lamia and the haggling Jinn.
• Contracts, both revised and new, to add more options for changelings of all
Courts and Seemings.

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