The character remains comfortable in all temperatures, and may even cool a chamber with this power.
Cost: 1 Glamour + 1 optional Willpower
Dice Pool: Survival + Wyrd
Catch: The character consumes a chunk of naturally occurring ice.
Dramatic Failure: Rather than maintaining a comfortable temperature, the character becomes extra sensitive to the climate around him. See the Core WoD Rulebook p181 for effects of temperature extremes. The character may not reenact this clause for 24 hours.
Failure: The character is at the mercy of the elements and her own preparation.
Success: The character cools himself or absorbs excess heat to avoid growing too cold. She herself remains at a personally comfortable temperature. If she spends a point of willpower, she can keep an entire room at the same temperature (and thus avail her companions of the same coolness). The effects of this clause last for one scene or one hour, whichever is more appropriate.
Exceptional Success: The effects last for a full day. With the point of willpower, the area around the character remains comfortably cool no matter what (doors or windows are opened, etc).
-1 ~ Every 20 degrees below Zero or above 120 degrees Fahrenheit.
-1 ~ The space to be heated is Size 10. -2 ~ The space to be heated is Size 20.
Liquid freezes with a touch.
Cost: 1 Glamour
Dice Pool: Science + Wyrd
Catch: The character sings a song about ice or snow as he trails his fingers over the liquid in question.
Dramatic Failure: The character’s skin grows cold and he suffers a point of bashing damage from frostbite.
Failure: The liquid remains in a liquid state.
Success: The liquid freezes over. It has an effective Strength (for supporting people or items) equal to the number of successes rolled. (See the WoD Core Rulebook p47 for information on Strength and weight information). See the list of suggested modifiers for guidelines on the area this clause freezes. The liquid’s surface remains frozen until it melts naturally.
Exceptional Success: The character may instantly return the liquid to its liquid state, so long as he chooses to do so in the same scene.
+1 ~ The liquid is already near freezing point.
-1 ~ The area of a driveway.
-2 ~ The area of a swimming pool.
-3 ~ The area of a parking lot.
The character sculpts a tool of pure ice out of available water, ice or even thin air.
Cost: 2 Glamour
Dice Pool: Crafts + Wyrd
Action: Extended (2+ successes, based on the size and complexity of the object; each roll represents one turn of effort).
Catch: The character is creating an ice sculpture for a High Court festival.
Dramatic Failure: The creation cracks and breaks or melts at the most dramatically appropriate moment…such as when the High Lady of House Czernobog is passing underneath it.
Failure: The character makes no progress.
Success: The character makes progress towards creating the desired sculpture. The number of required successes is equal to the object’s Size + rough complexity, 1 being a simple device with few lines or refinements and 10 being an object so precisely lifelike that you can see details such as eyelashes or the grain of wood. This clause cannot create items with moving parts or anything not composed of ice. You could still create an ice gun, but it would essentially be just a block of ice that has been particularly well sculpted. An ice dagger would still cut, however. Items are made out of ice and will melt as the climate around them dictates (this clause can work well with the first level power of this Contract).
Exceptional Success: The character makes significant progress towards creating the object.
+1 ~ The temperature is below freezing.
-1 ~ The temperature is above the point at which water boils.
-1 ~ Object is exceptionally well crafted, and gains a point of durability or equipment bonus (cumulative to a maximum of +5).
-1 ~ One hour duration in environments that are not conducive to the maintenance of ice.
-2 ~ One day duration in environments that are not conducive to the maintenance of ice.
The character conjures dazzling snowflakes that glitter in the subject’s eyes and blind him. The subject is aware it is happening as his vision fades to nothing but endless, glittering whiteness.
Cost: 1 Glamour
Dice Pool: Intelligence + Wyrd vs Resolve + Wyrd
Catch: The changeling shatters the eye of an animal or insect that has been frozen while invoking this clause.
Dramatic Failure: The clause fails spectacularly and painfully, causing a burst of light in the changeling’s own vision that stuns her for the following turn.
Failure: The clause fails to blind the intended subject.
Success: The subject’s vision suffers complete white-out. The blindness lasts for one full scene.
Exceptional Success: As with a normal success, save that the changeling can end the blindness at any point before the normal end-point of the clause.
-1 ~ The changeling cannot see the subject’s face.
+1 ~ The subject has some sort of natural defect to his vision.
The character freezes the target from the inside out. More of a mystical freezing than an actual freezing, this clause places the subject in a state of suspended animation, in which they are immune to poisons, toxins, almost all forms of damage and aging. The subject is frozen in a moment outside of time. However, they are not frozen in space, and can thus be moved. The character may use this clause on herself.
Cost: 4 Glamour + 1 Willpower
Dice Pool: Occult + Wyrd vs Composure + Wyrd
Action: Instant and Contested
Catch: The changeling uses this clause on a subject who is stepping out into the cold without any cold-weather clothing.
Dramatic Failure: The changeling accidentally slows herself in time for one scene, Speed and Initiative are halved and all rolls suffer a -2 penalty for the remainder of the scene.
Failure: Nothing happens.
Success: The changeling reaches out to touch the subject. At the character’s touch, the heart freezes and the stasis spreads out from there. The number of successes determines how long the subject remains frozen out of time. The character can determine down to the second how long this stasis will last, so long as that time is less than that allowable by successes rolled.
1 Success – One Turn
2 Successes – One Minute
3 Successes – One Hour
4 Successes – One Day
5 Successes – One Week
Every Additional Success – One Additional Week per Success
Exceptional Success: No further benefit beyond that gained by rolling 5+ successes.
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