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Contracts of the Machiavel

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by: FaerieBadBoy

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Know Thy Enemy (•)

In politics, it is essential that you have an idea of who you are working against. This clause allows a character to glean some basic information on the target. It is most often used when an unknown enters the playing field.

Cost: 1 Glamour
Dice Pool: Wits + Wyrd vs. Composure + Wyrd
Action: Instant
Catch: The character is playing a game of skill against the subject.
Roll Results
Dramatic Failure: The character gleans a number of false facts about the subject equal to the character’s Wyrd.
Failure: The character can glean no information.
Success: For every success on the roll, the character may discern one of the following pieces of information about the subject:

  • Virtue

  • Vice

  • Any one Derangement possessed by the subject.

  • The name the subject uses among Lost society.

  • The House the subject claims membership in.

  • Any one Entitlement the subject is openly a member of.

  • The official patron, if any, of the subject.

  • The name of a ward of the subject, should that ward be common knowledge among Lost society.

  • The general level of the Resources merit possessed by the subject.

  • Any other minor piece of information the StoryTeller deems suitable.

It should be noted that none of the information gleaned by this contract is information which is not obvious to a skilled observer or a prime gossip. However the ease of gathering this information makes this clause useful. It saves a good deal of time and effect, and makes gathering information a simple task for even the least skilled in gossip mongering. Exceptional Success: No effect beyond the benefit of rolling 5+ successes.
Suggested Modifiers
+2 ~ Clarity 8 or Higher.
-1 ~ For Clarity every two points below 7.

Teachings of the Prince (••)

This clause draws out the blessing of the Machiavel and imbues them into the character.

Cost: 2 Glamour
Dice Pool: Presence + Wyrd
Action: Instant
Catch: The character is attending a political fundraiser.
Roll Results
Dramatic Failure: The character’s over-cleverness trips him up. He receives a -2 penalty to all Subterfuge or Politics rolls.
Failure: What you see is what you get. The character must rely on his innate skill alone if he wishes to impress.
Success: The character gains a number of bonus dice equal to his Wyrd to all Subterfuge and Politics rolls for the next scene.
Exceptional Success: The character’s inner Machiavel blossoms into a full expression. The character adds a number of automatic successes equal to his Wyrd to his next Subterfuge or Politics roll, as well as adding the usual bonus dice for the remainder of the scene.
Suggested Modifiers
+1 to +2 ~ The changeling is decked in especially nice or sultry clothes.
-1 to -2 ~ Unassuming dress or ultra-conservative clothing.

A Whispered Word (•••)

A single word in the right place, at the right time can bring down kingdoms, slaughter a reputation or result in death by execution or “accident.” This clause enables a character to tap into that very power.

Cost: 1 Glamour
Dice Pool: Expression + Wyrd vs Composure + Wyrd
Action: Instant and Contested, resistance is reflexive.
Catch: The character uses this clause within 24 hours of accidentally overhearing a piece of information which could seriously affect his or an opponent’s schemes.
Roll Results
Dramatic Failure: The character speaks words which set events in motion that gravely threaten his own machinations.
Failure: The character’s words are not heeded or heard by any.
Success: The character may speak a single sentence. That sentence is taken as truth or sound counsel by the hearer(s) and acted upon accordingly (if applicable). The subjects will recall who spoke the words, however, so the wise changeling uses this power sparingly and in situations in which his counsel can be held to be blameless given the circumstances (whatever the truth may be).
Exceptional Success: The subject(s) will take the sentence as an idea of their own, and will not consider the character the source of their misfortunes unless presented with proof or at least reasonable doubt.

The Velvet Glove (••••)

Sometimes the greatest strength is in appearing weak or harmless. This clause assists a changeling in that endeavor.

Cost: 2 Glamour + 1 Willpower
Dice Pool: Manipulation + Wyrd
Action: Instant
Catch: The character does not speak for a solid hour before attending the event at which she plans to invoke this power.
Roll Results
Dramatic Failure: The character’s manifestations of power become more clear…and actively draw her enemies to her. All attempts to hide automatically fail for the next scene.
Failure: The character remains exactly as she is.
Success: The changeling draws a veil across the obvious manifestation of her power. The successes garnered on this roll create a threshold that attempts to notice the character must bypass. She is not invisible, or hidden. This clause merely makes her very uninteresting, temporarily subduing the manifestations of her mantle and blending them into the surrounding environment. The character may make polite and quiet conversation, but any outlandish action will break the spell and call attention to her. So long as she maintains a low profile, however, she can work all sorts of machinations, unobserved. The effects of this clause persist for one scene.
Exceptional Success: The character’s veil is particularly strong. She may make one statement which would otherwise break the spell per point of Wyrd she possesses without ending the clause’s effect..
Suggested Modifiers
-1 ~ Each point of Wyrd above 5 (cumulative).
-1 to -2 ~ Particularly fine or ostentatious dress.
+1 to +2 ~ Particularly unassuming dress and manner.

The Iron Fist (•••••)

Sometimes force is the only answer.

Cost: 3 Glamour + 1 Willpower
Dice Pool: Resolve + Wyrd
Action: Instant
Catch: The character has been the target of a treasonous attack.
Roll Results
Dramatic Failure: The character's iron nature overcomes his body and he ends up crippling himself. This results in a -3 penalty on all actions for the remainder of the scene.
Failure: The character remains unchanged and cannot attempt this clause again during this scene.
Success: Each success adds one to the changeling’s Initiative, Stamina, Strength (which also adds to his speed), gives him one point of armor, and reduces the wound penalty taken from bashing and lethal damage by one. This iron determination extends to the intent of battle as well. The character will never retreat, and never forgo an attack in order to dodge. This battle-transformation lasts for one scene and may only be invoked during or immediately before a combat.
Exceptional Success: No additional effect beyond that granted by 5+ successes.
Suggested Modifiers
+1 ~ The changeling is unarmored and using only improvised weapons.
-1 ~ The changeling is armed and armored.


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