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Goblin Contracts are a set of contracts available to changelings, that are not tied to their Seemings or Courts. Rather, they are purchased or acquired from Goblins, usually through the black market.

First Edition[]

A changeling who wishes to acquire a Goblin contract does not have to do so by level; they may purchase a four-dot contract off the bat without knowing any of the three-dot or lower contracts. While Goblin contracts appear useful and a bargain at first glance, they also have a payback, a negative effect that cannot be avoided by magic or luck. Often, changelings consider this effect to not be worth the price of obtaining the contract in the first place, and those who come to rely on Goblin contracts usually end up regretting it.

Abilities[]

  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Trading Luck for Fate - The changeling knows the result of a round of gambling, but suffers from an unlucky event soon after.
  • Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Shooter's Bargain - Two of the next three shots fired from a weapon will be accurate, but the third shot is left purely to chance.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Diviner's Madness - The changeling will see a detailed image of the past or future, but will go mad and forget the image within a day.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Fair Entrance - A changeling can open any locked door, but anyone is also able to just as easily enter the changeling's territory.
  • Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Fool's Gold - An object granted by the changeling is made to appear much more valuable, but those duped by this contract will remember exactly who gave it to them when the spell wears off.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Burden of Life - A changeling can heal another, but takes on the injuries or illness themselves.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Delayed Harm - In exchange for dodging an attack, the next attack on the changeling is worse than normal.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet  Hospitality's Hold - A changeling enforces the social convention of Hospitality with the Wyrd; violators are marked for their transgression.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet  Grace Falsely Shed - The caster can appear a fledgling in exchange for being reduced to a fledgling's powerlessness for the duration.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Good and Bad Luck - A changeling can beat the odds at an extremely difficult guess, but is affected by bad luck at the worst possible time.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Call the Hunt - A changeling can call a hunting party of True Fae on a target, but once the target is caught, the changeling becomes the next target.
  • Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Lost and Found - The changeling can escape and hide from one enemy, only to have their whereabouts revealed to another.

Second Edition[]

Goblin Contracts are a catch-all term for powers a changeling has brokered for with a hobgoblin. The use of these Contracts incurs a point of Goblin Debt for each successful use, which may be called in to induce penalties on rolls, persistent Conditions, or Tilts. A changeling can also work off the debt directly. Accumulating ten points of Goblin Debt inflicts the character with the Hedge Denizen Condition.

Abilities[]

  • Blessing of Forgetfulness: The caster erases a single memory from the target.
  • Glib Tongue: The changeling perfectly tells one lie to a mortal or gains a bonus toward a lie told to a supernatural being.
  • Goblin's Eye: The changeling kenning can see through supernatural concealment on a successful Clash of Wills.
  • Goblin's Luck: The caster gains some small measure of luck - winning $25 on a scratch ticket, for example.
  • Huntsman's Clarion: If in the Hedge, a changeling may use this contract to detect when an Arcadian denizen is nearby.
  • Lost Visage: The caster can erase himself from others' memories of an event. The True Fae and Huntsmen are immune to this effect.
  • Mantle Mask: The changeling is able to take on the appearance of a different Mantle.
  • Sight of Truth and Lies: The changeling can recognize mundane lies spoken in his presence.
  • Uncanny: The caster borrows a bit of luck, making her next roll more effective.
  • Wayward Guide: The changeling can inflict the Lost Condition on himself or others. If used on himself, hunters find it more difficult to track him.

References[]

Changeling: The Lost First Edition Contracts

Universal:

Board · Blades · Dream · Hearth · Hours · Lucidity · Mirror · Moon · Omen · Smoke · Thorns and Brambles

Seeming:

Animation · Artifice · Communion · Darkness · Den · Elements · Fang and Talon · Forge · Oath and Punishment · Reflections · Separation · Shade and Spirit · Stone · Vainglory · Wild

Court:

Eternal Spring · Fleeting Spring · Verdant Spring · Eternal Summer · Fleeting Summer · Punishing Summer · Eternal Autumn · Fleeting Autumn · Spell-Bound Autumn · Eternal Winter · Fleeting Winter · Sorrow-Frozen Heart · Entropy · Four Directions · Potential

Goblin:

Goblin Contract · Fortune · Sacrifice · Wyrd

Changeling: The Lost Second Edition Contracts

Arcadian:

CrownJewelsMirrorShieldSteedSword

Court:

SpringSummerAutumnWinterDirectionRetaliation

Unaffiliated:

CompanionshipAbjurationAir and DarknessInspiration

Goblin:

Goblin Contracts

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