by: FaerieBadBoy |
With a single glance, the character can discern the inherent value in an object. On the surface, this is just street value. Those particularly skilled at this clause can ferret out sentimental value as well.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant
Catch: The character is appraising the object as a service to another, in exchange for a favor.
Roll Results
Dramatic Failure: The character mis-estimates the object’s true worth.
Failure: The character cannot discern the value of the object.
Success: With a single glance, the character may assess the value of a given object in terms of Resources dots or any other determination of mundane “street value.” This applies to mundane objects only. If applied to an enchanted object, the clause will only reveal the presence or lack of enchantment. This can ensure that the character is not tricked into trading his shadow for a mundane trinket, but doesn’t stop him from trading his voice for a magical ring that will grant wishes only to the owner, and only if the owner speaks the wishes in his own voice.
Exceptional Success: The character may also detect any sentimental value attached to the object, including a general idea of why the object is so treasured.
Suggested Modifiers
+1 to +3 ~ The character possesses the Trained Observer merit.
Those who regularly attend the Goblin market know the benefit of skill in haggling.
Cost: 2 Glamour
Dice Pool: Intelligence + Wyrd
Action: Instant
Catch: The character is acting as a buyer for a third party, in exchange for a favor.
Roll Results
Dramatic Failure: The character’s greedy nature shines through. He receives a -2 penalty to all Subterfuge or Persuasion rolls. He thinks he is being witty or clever, but in actuality comes off as greedy and grasping and obvious.
Failure: What you see is what you get. The character must rely on his innate skill alone if he wishes to acquire the object of his haggling heart’s desire.
Success: The character gains a number of bonus dice equal to his Wyrd to all Subterfuge and Persuasion rolls for the next scene.
Exceptional Success: The character’s inner haggler sharpens to almost impossible finesse. The character adds a number of automatic successes equal to his Wyrd to his next Subterfuge or Persuasion roll, as well as adding the usual bonus dice for the remainder of the scene.
Suggested Modifiers
+1 ~ The character’s Vice is Envy or Greed.
-1 ~ The character enters the Goblin market with no intention of doing business.
The character conjures some small denominations of money or scraps of food. Often used by merchants of House Kheldav to appear more generous and affluent than they truly are, the items produced by this clause can be used by the character, but food is impossibly bitter, and the money so spent leaves a disgusting and greasy feel on the hands of the character that will not wash off.
Cost: 2 Glamour
Dice Pool: Dexterity + Wyrd
Action: Instant
Catch: The character uses this clause to conjure for a subject that is starving, literally.
Roll Results
Dramatic Failure: The magic recoils upon the character, cursing him for his false generosity. His Resources dots are inaccessible for one full day.
Failure: Nothing happens.
Success: The character conjures some food or a few tattered bill and filthy coins. Nothing larger than would fit inside a small take-out bag or container can be conjured, and no bills larger than singles or coins of more value than a quarter can be conjured (to a maximum of one dollar per point of the character’s Wyrd). The food and money are real, and behave exactly as real items of the same type would, with one exception. If the subject obtains the charity under false pretenses, the money turns to “faerie gold” and is revealed as counterfeit, or turns to a handful of fallen leaves, etc.
Exceptional Success: The charity will act to reward the virtuous. Those who receive the charity and truly need the aid, will find that the money will help them a bit. Perhaps that dollar buys a lotto ticket that wins fifty dollars, or the food is particularly nutritious and filling. This effect cannot be manipulated by the character to his own benefit.
Suggested Modifiers
+1 ~ The character’s Virtue is charity.
-1 ~ The character’s Vice is Envy or Greed.
This clause enables the character to execute bargains of a more…esoteric nature. This is an ability native to those who work and dwell in Goblin Markets, but comes at a costly price to those changelings who engage in the practice outside the auspices of the Goblin Market. The character may only use this clause as part of a bargain between himself and a mortal, to obtain his payment for services rendered.
Cost: 3 Glamour, optional 1 Willpower dot
Dice Pool: Persuasion + Wyrd
Action: Instant
Catch: The character enacts this clause as part of a pledge-bargain. This does not remove the willpower cost.
Roll Results
Dramatic Failure: The character takes his payment, but finds it rebels against him, granting penalties equal to the bonuses it would otherwise grant. This lasts for as long as he maintains the use of his payment.
Failure: The exchange fails to take place, but the character may try again.
Success: The character is able to collect his metaphysical payment, be it the color of the subject’s eyes, or the subject’s voice, her Striking Looks, or Inspiring presence. The character may store this payment however she wishes (usually in a small stone bottle or a locket), then use it for barter at the Goblin Market or use it himself. If the character uses the payment himself, the effects last for only one scene, unless he expends one willpower dot, in which case they are permanent (but must have the remainder of the experience cost paid out with the next XP the character receives).
Exceptional Success: If the character uses a payment himself, the effects last until the sun next rises or sets, whichever comes first.
Suggested Modifiers
+1 ~ The character’s Vice is Envy or Greed.
-1 ~ The character’s Virtue is Charity.
Great thieves steal works of art, jewels, secrets and money. With this clause, the character literally steals the health from an opponent.
Cost: 3 Glamour, optional 1 Willpower
Dice Pool: Larceny + Wyrd - Defense
Action: Instant
Catch: The subject of this clause has stolen one of the character’s most prized possessions.
Roll Results
Dramatic Failure: The clause backfires. The character takes a number of points of lethal damage equal to her Wyrd and the subject heals that many points.
Failure: Nothing happens.
Success: The character reaches out, and with a single touch, steals the life force from the subject’s body and makes it her own. For every success rolled on the activation of this clause, the subject takes one level of lethal damage and the character heals the same amount.
Exceptional Success: No additional effect beyond that granted by rolling 5+ successes.
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