Contracts of Knowledge

● - Archiver's Index
With this clause, the Changeling can touch an item that stores information (book, scroll, CD, etc) and instantly bring to mind a single item of information stored in it (1-2 sentences' worth). This clause grants knowledge but not necessarily understanding: information that has been encrypted or is in a foreign language is received as such. Catch: The Changeling has previously read the information they're looking for. (Must have been read from the same item they're touching.) Cost: 1 Glamour Dice pool: Wits + Wyrd
 * Botch: The Changeling gets something completely wrong but thinks it's the right answer.
 * Fail: No information gained
 * Success: The Changeling instantly knows the information they are looking for.
 * Exceptional success: The Changeling not only learns what they sought, but also knows some of the surrounding context (a paragraph or so) and exactly how to find it in the item they're touching.

●● - Memory stone
The Changeling deposits their memories into a physical object for later retrieval. She can deposit one memory (a sensation, an image, 1-3 sentences of information, etc.) per success, but loses access to it in her own mind for the rest of the scene. (This is more than just forgetting; even if told it again, it slips out of her mind within a few seconds.) At the time the stone is created, the Changeling sets a condition that someone must meet to activate it. (Example conditions include “my direct descendant,” “myself,” “someone with a red ribbon around their wrist,” “anyone at all,” etc.). Someone who meets that condition can access the memories within at any time by touching the stone. They then have those memories as if they were their own for a scene, and then they fade (though they can write them down or otherwise preserve them normally). The memory stone is then expended and just an ordinary item. As an exception to this, the Changeling may spend a Willpower point at the time of its creation to make it permanent, allowing unlimited use, but she then permanently loses the memory she implants. Catch: The item has intense personal significance for the Changeling (eg, a wedding ring or treasured memento) Cost: 1 Glamour Dice pool: Presence + Wyrd
 * Botch: The Changeling loses the memory but it is not implanted into the stone. She cannot recall the memory until the next sunrise.
 * Fail: No memory is deposited, but the Changeling retains it.
 * Success: One memory is infused into the stone per success
 * Exceptional success: The Changeling may infuse any amount of memories into the stone. (Some have used such stones to store their entire selves for future retrieval by a—possibly unwitting—accomplice.)

●●● - Drink the Sleeping Fount
The Changeling can drink in the stored knowledge represented by a collection of knowledge. To do this, she must be at some location that exists to store knowledge (a library, a museum, or the like; electronic data is too ephemeral to count for these purposes). She can then roll Intelligence + Wyrd and gain temporary skill dots in a single skill appropriate to that location (Academics for a library, Science for a natural history museum, etc.) These dots are in place of, not in addition to, any dots she already has in that skill, so a character with 2 dots in a skill must roll at least 3 successes to get any benefit. The maximum number of dots a repository can provide depends on the size and extensiveness of its collection: a personal collection (a few bookshelves) can only provide 1 dot, a high school library 2, an average museum 3, a university library or high-caliber museum 4, and a world-class institution like the Louvre or the Smithsonian 5. Subsections of an institution, such as the history section of the local library, are usually 1 rating below the full institution. Any successes beyond the repository's level can be converted into skill specialties on a one-to-one basis. All such benefits last until the next sundown. Catch: You have a legal relationship with the institution, such as being an employee, having a paid membership, or (most commonly) a library card. Cost: 2 Glamour Dice pool: Intelligence + Wyrd
 * Botch: The Changeling absorbs an immense amount of true but irrelevant knowledge that she thinks is useful. For the rest of the scene, all rolls that involve that skill are reduced to a chance die.
 * Fail: You gain no benefit from the effect.
 * Success: Each success grants 1 dot in a single appropriate skill. Successes beyond the repository's rating can be taken as skill specialties instead.
 * Exceptional success: Extra successes are their own reward.

●●●● - Consuming Infovore
With this clause, the Changeling can drain an item of all information it contains. She must first touch the item (a book, hard drive, etc), then spend glamour and willpower to drain it into her own mind. She then can access it with a simple Wits + Intelligence roll for a number of days equal to her Wyrd rating. The information is utterly erased from the original medium: hard drives are wiped, scrolls and books are blank, even stone tablets are brushed smooth. Needless to say, Changelings need to be careful what objects they use this on lest they forever destroy something they didn't intend to. Some Changelings have been known to self-publish books of useful information specifically to own multiple copies to use this clause on. Others have found it a convenient way of quickly erasing incriminating information they don't want lying around. Catch: The item is unique, that is, no other copies of the information in it exist. Cost: 3 Glamour + 1 Willpower Dice pool: Resolve + Wyrd
 * Botch: The item is erased, but the Changeling gains no knowledge of what it contained.
 * Failure: Nothing happens.
 * Success: The item is erased, and the Changeling can access all information it contained for a number of days equal to her Wyrd rating.by rolling Wits + Intelligence.
 * Exceptional Success: The Changeling retains the information longer than normal, keeping it accessible for a number of weeks equal to her Wyrd.

●●●●● - Limited Omniscience
The same subconscious links that allow a Changeling to enter others' dreams also allow them to tap the vast, sleeping hordes of humanity for needed information. Each success on activating this clause adds 1 temporary dot to the Changeling's Wits and Intelligence for the remainder of the scene. Additionally, during the time the Changeling gains the 8-again rule for all rolls involving Mental skills, plus a number of automatic successes equal to her Wyrd rating to apply to any rolls in the current scene that involve Mental skills (provided they have not been reduced to a chance die) These successes can be applied all at once or spread out over several rolls, but they must be applied before the dice are actually thrown. Catch: The Changeling spent all of the previous day (8-12 hours) in a meditative trance, forging connections with the collective unconsciousness. This catch only applies to the first use of this clause after the trance. Cost: 4 Glamour Dice pool: Intelligence + Wyrd
 * Botch: A torrent of information floods into the Changeling's mind, flooding it to the breaking point. She gains no benefit and suffers from a temporary Derangement for the rest of the scene.
 * Failure: No connection is made with the collective unconsciousness
 * Success: The Changeling gains a number of successes equal to her Wyrd rating that can be applied to any Mental skill-based roll in the scene.
 * Exceptional success: The connection to the collective unconsciousness is stronger than usual, granting twice the Changeling's Wyrd rating in successes to spend during the scene.