Contracts of Reflections

Once the changeling has completed the greater endeavour and sacrificed the dot of Willpower, the player can now work out the mechanics of the Contract with the Storyteller. The following section contains both this new Contract, as well as a discussion of how it was created.

Reflections of the Past (•)
The changeling can look into any reflective surface, from a mirror, to a pond, and see anything that has been reflected there in the last week.


 * Cost: 1 Glamour
 * Dice Pool: Wits + Wyrd
 * Action: Instant
 * Catch: The mirror belongs to someone to whom the changeling has a close emotional connection.

Roll Results


 * Dramatic Failure : The reflection shows untrue scenes that confirm the changeling’s fears or worries.
 * Failure : The surface continues to reflect its present environment.
 * Success : The changeling can summon up any image that the surface reflected within the last week. The quality of this reflection is the same as it was at the moment when it was originally reflected. The changeling can review the reflections as rapidly as desired or she can state a specific day and time to see exactly what the surface reflected at that moment, freezing this reflection in place for as long as desired. These reflections can be seen by anyone, though they can’t be photographed. The changeling can use this clause on any reflective surface, but many surfaces yield only vague and blurred reflections. She can continue using this clause on a mirror for one full scene.
 * Exceptional Success : The reflection that is revealed is significantly sharper and clearer than it originally was. A dirty puddle still won’t reveal an image as clear as a clean mirror; however, the image from a smudged mirror, a relatively clean piece of glass, or a flat and relatively shiny sheet of metal will be as clear as a well polished mirror, and the image from a muddy puddle will be a clear as one from a still, clean puddle. The reflected image will show up on film if photographed.

Notes

This clause’s effect matches the theme of reflections, essentially playing off the idea that a mirror might “store” a reflection. As a one-dot clause, it changes little and grants a fairly specialised advantage.

If looking to other games for inspiration, mages are allowed to look into the past as a two-dot power. The limitations placed on this ability are significant, however, relying on the presence of a reflective surface for any scene and reaching back no more than a week. This clearly marks the power as quirky fae magic, and accounts for the one-dot power level.

This clause uses Wits + Wyrd, because Wits is the Attribute used in almost all perception-related rolls. Also, since this clause provides information to the user, having an Exceptional Success provides clearer information and seems like the most reasonable option. This clause is also not exceptionally powerful, and so having the cost be one Glamour also makes sense. The catch implies that the changeling might use the power to spy on loved ones or hated rivals, which adds an interesting emotional twist to the power.

Glimpse of a Distant Mirror (••)
The Lost can look into any reflective surface and use it to see out of another reflective surface in which his face has been reflected.


 * Cost: 1 Glamour
 * Dice Pool: Composure + Wyrd
 * Action: Instant
 * Catch: The mirror the changeling is looking into belongs to someone who has sworn enmity against him.

Roll Results


 * Dramatic Failure : The effect is reversed; anyone looking into the mirror through which the changeling is attempting to see can instead see the changeling.
 * Failure : The changeling sees only himself in the mirror he is looking into.
 * Success : The character and anyone he is with can see out of the mirror he wishes to see through as if it were a window. However, the target mirrored surface also displays the changeling’s image. This clause works at any range, as long as the changeling has seen his face in the target surface within the last week. However, he must choose the specific surface, and cannot merely attempt to look through any surface in a general area in which his face has been reflected. If the surface reflects poorly, like a somewhat dirty pot lid, the image the changeling sees is similarly distorted and blurred. The changeling can look through the reflective surface for up to one scene, or dismiss the effects at any time.
 * Exceptional Success : The changeling can see through any reflective surface his face has been reflected in as if it were a perfectly clear piece of glass. Even a murky puddle can be used to its surroundings with perfect clarity.

Notes

This clause goes somewhat further from the normal properties of reflections than the previous clause. Turning a reflection into a window is a more powerful alteration in the nature of reflections, but not all that much more powerful. Also, it is a fairly logical extension of the previous clause. As a two-dot clause, it is also reasonable for it to have essentially unlimited range. The limitation that the changeling must have seen himself in the target surface within the last week encourages this clause to be used either to spy on familiar areas or to engage in preparation — both very appropriate uses of power. It also cuts down on the judgement calls or bookkeeping that would be necessary if there was no time duration.

Here again, looking at similar abilities in Mage: The Awakening is useful. Mages tend to get a scrying ability at about two dots. However, as this Contract will be rather cheaper for a changeling to purchase, it should be less potent. Thus, the additional limitation that the distant surface reflects the changeling’s face is added. This also conjures up the eerie image of people who aren’t there watching you from mirrors — deliciously fae.

The clause is rolled using Composure, because this is the other Attribute most commonly used in perception rolls, and it’s a good idea for consecutive clauses to use different Traits. It only costs one Glamour, because like the one-dot clause, it is relatively low powered. Its similarity with the previous clause is also why it has the same result for an Exceptional Success. The catch makes it specifically useful for spying on the changeling’s more outspoken enemies. However, looking into a mirror owned by such a person can prove difficult, so the catch rewards cunning play.

Reflection’s Grasp (•••)
The changeling can reach through a reflective surface he has touched and manipulate any object within reach, including pulling objects through the reflective surface.


 * Cost: 2 Glamour
 * Dice Pool: Dexterity + Wyrd
 * Action: Instant
 * Catch: The character attempts to reach through the mirror that he uses most often to look at himself.

Roll Results


 * Dramatic Failure : The changeling’s arm becomes briefly stuck going through the two reflective surfaces. He injures his arm, taking one level of lethal damage in the process.
 * Failure : The reflective surface fails to admit the character’s arm.
 * Success : The changeling can physically reach his arm into one reflective surface and out another, assuming both are large enough for him to reach his arm and hand through. In effect, the character reaches through one reflective surface and his hand comes out of the other’s surface. The destination surface must either be within the character’s line of sight, or a surface he has physically touched within the last day. The character can manipulate objects on the other side of the reflective surface and can even bring inanimate objects of Size 2 or smaller back through a reflective surface large enough to fit them through. The changeling cannot see through the reflective surface he is reaching through, unless he uses the Glimpse of a Distant Mirror clause. The changeling can use this clause for one full scene, during which time he can put his hand and objects he is holding through the surface as often as possible. This clause is particularly useful in areas with plenty of reflective surfaces; a changeling could be able to reach through many different areas in a car dealership or fitting room. While the changeling can’t bring living things through the surface, he can grab a target and pull her into the mirror as hard as he can, or steal a gun or key ring from her belt.
 * Exceptional Success : The changeling can see through the reflective surface as well as reach through it.

Notes

Reaching through one reflective surface and out of another is an obvious extension of the previous clause, but is also significantly more powerful. Therefore, this clause makes an obvious next step in the Contract. One of the more interesting limits on this clause is the fact that it works far better if combined with the previous clause. However, rolling an exceptional success allows the changeling to bypass this limitation. This clause involves physical manipulation, so using Dexterity as the Attribute makes sense. The clause costs 2 points of Glamour, an average cost for a three-dot clause, and it is of relatively average power compared to other three-dot clauses.

The catch for this clause allows the changeling to have easy access to a small number of useful items that he sets next to his bedroom or bathroom mirror, which are useful, but far from overpowering.

Mirror Walk (••••)
The changeling can step into one reflective surface large enough to fit his body through and out of a similarly-sized surface that he has touched and that his whole body has been reflected in for at least one minute.


 * Cost: 3 Glamour
 * Dice Pool: Athletics + Wyrd
 * Action: Instant
 * Catch: A blood relative is currently reflected in the surface out of which he is stepping.

Roll Results


 * Dramatic Failure : The character steps into the reflective surface and becomes temporarily lost in the shining space between the mirrors. Each hour, he can make another roll (though needn’t spend additional Glamour). If he succeeds, he finds his way back through the surface he initially stepped through. This process is sufficiently confusing and uncomfortable that the character also loses one point of Willpower.
 * Failure : The clause fails to activate.
 * Success : The character can step into one reflective surface large enough for her to fit through and then immediately step out of another reflective surface. Once the character begins stepping through, she cannot stop. If she holds another person’s hand, she can bring that person through with her, but must spend another two points of Glamour and a point of Willpower to bring them through. The clause’s catch cannot negate the cost of bringing through an additional person. The changeling cannot see through the surface from which she is emerging, but she can use the Glimpse of a Distant Mirror clause to take a look through it before stepping through.
 * Exceptional Success : The changeling can step back and forth through the reflective surface for a number of turns equal to his Wyrd without spending more Glamour.

Notes

This clause is another evolution from the one previous. It is a potent travel power, but also has a fairly heavy cost, and relies on reflective surfaces that can reflect the entire body; it can’t be used to pop through a dressing-table mirror, for instance. Since the changeling must fit through all manner of oddly shaped portals to use this clause, using Athletics seems reasonable. Also, the limitation to only surfaces that the changeling has both touched and been fully reflected in introduces an interesting and useful limit on a clause that might otherwise be too powerful.

Because it is significantly more powerful than the previous clause, the increased Glamour cost seems reasonable. Also, the catch specifically allows the changeling to be able to come to the aid and rescue of her relations, which is thematically appropriate for changelings.

Stealing the Solid Reflection (•••••)
The changeling can reach into a surface and remove the reflection of any object with a Size equal to or less than his Wyrd x 2. Once removed, this reflection is a solid object.


 * Cost: 3 Glamour + 1 Willpower
 * Dice Pool: Wyrd + Larceny
 * Action: Instant
 * Catch: The changeling removes an image of an object owned by someone who is in debt to him.

Roll Results


 * Dramatic Failure : The reflective object shatters loudly and violently. If the reflective object is solid, it will inflict one point of lethal damage from the shards of broken glass or metal. If the reflection is from a pool of liquid, the liquid erupts from the pool, spraying everyone standing within a yard of it.
 * Failure : The changeling can remove nothing from the reflection.
 * Success : The changeling can remove the image of an object currently reflected in a surface, effectively conjuring a solid duplicate. However, the actual object must have actually been reflected in this surface; a reflection of an image, photograph or reflection cannot produce a solid object (save for, say, a duplicate snapshot). The entirety of the object or person must have been reflected in the surface and the surface must be sufficiently reflective that the image is clear, detailed and relatively undistorted. Images from mirrors, large sheets of polished metal, or large ornamental reflecting pools all work well; muddy or windblown puddles or a sufficiently dirty and chipped mirror cannot be used. In addition, the surface must be large enough to remove the object from. The changeling can only pull out full-sized objects, not those that have been increased or reduced in Size. To remove an object or living being from a reflection, it must also not be too large. The object’s Size cannot be more than the changeling’s Wyrd x2. A changeling with a Wyrd of three could remove an object with a maximum Size of six, while a changeling with a Wyrd of six could remove objects of up to Size 12, which allows them to remove both cars and small boats from a reflection. Any object or living being removed from a reflection is an exact mirror image of the actual object or person — the reflection of a car has the steering wheel on the other side and all lettering, including the license plate, is also reversed. However, sound is not reversed, and so the reflection of a CD sounds the same as the actual CD. A reflected car can be destroyed, but this clause only makes reflections solid for one scene. After that time, the reflection returns to the mirror and all damage, including death, is removed. While a reflection has been made solid, the original object casts no reflection and neither does the temporarily solid reflection. Also, no matter how many reflective surfaces the changeling possesses, it is only possible to create a single solid reflection of a single object.
 * Exceptional Success : The reflection of the object remains solid and substantial until the next time the Sun rises or sets.

Notes

This particular clause is clearly a five-dot climax to the Contract, since it can provide the changeling with easy access to all manner of tools, weapons or vehicles. Because this Contract involves a particularly unusual form of sleight of hand, using Larceny instead of another Attribute or Ability makes sense.

The player’s initial pitch involved bringing living creatures out of mirrors as well, but that seemed prohibitively potent to the Storyteller, given changelings’ ability to acquire five-dot powers comparatively cheaply. (He does, however, make a note of a potential five-dot Goblin Contract to introduce later, one that would allow a changeling to extract living yet warped reflections with unpredictable and dangerous personalities.)

As is the case with most five-dot clauses, the Catch is not one that will come up particularly often, but is thematically appropriate, since it allows the changeling to obtain at least an illusory repayment of a debt.

If this clause was significantly more powerful, it would be beyond the range of normal Contracts. For example, a clause that allowed the user to permanently remove something from a reflection and make it permanently solid would fall outside the range of the power available for ordinary Contracts. This clause would either have to be rewritten or it would only be available as a Goblin Contract of Sacrifice.