Sunday, July 13, 2014

Fae Contracts

Contracts of Light

Will o’ the Wisp (•)
The character conjures forth a slip of a wisp that can help lead him to a destination or object.

Cost: 1 Glamour
Dice Pool: Survival + Wyrd
Action: Reflexive
Catch: The changeling possesses a piece of the target place or object.
Roll Results
Dramatic Failure: The light instead explodes in the character’s mind, causing headaches and dizziness. The character suffers -1 to all rolls until she can get eight hours of uninterrupted sleep.
Failure: The ball of light manifests, but dances about, unable to settle on any one path.
Success: For the next hour, the wisp leads the character in the most efficient and unerring path to his intended destination or object. At the end of the hour, the character may reactivate the clause, but each subsequent activation incurs a cumulative -1 penalty. Resting an hour removes one die worth of penalty. This clause cannot locate an object or location that the character has never before encountered, unless the character possesses a piece of the object or location in question.
Exceptional Success: The activation lasts for two hours rather than one.

Rise of the Supplicant’s Moon (••)
The character conjures a miniature moon to orbit around her head, providing light.

Cost: 1 or 2 Glamour
Dice Pool: Occult + Wyrd
Action: Instant
Catch: It is a night of the new moon.
Roll Results
Dramatic Failure: Light flares from the character’s eyes, blinding her for five minutes.
Failure: No light comes forth.
Success: A miniature moon appears, shining with a pure, silvery white light that illuminates an area equal to 200 yards radius around the character. It does not hinder vision, but will most assuredly hinder any stealth attempts the character might make. The light remains for the remainder of the scene, although the player has the option to spend two points of glamour to ensure the light lasts for a full hour.
Exceptional Success: As with a success, although the character may command the moon to change its phase at will, thereby controlling the amount of light shed by it and granting the possibility of stealth.
Suggested Modifiers
-1 ~ The clause is invoked during daylight hours.

Shifting Glory of the Aurora (•••)
The character calls upon the beauty of the Northern Lights to enhance his appearance.

Cost: 3 Glamour
Dice Pool: Charisma + Wyrd
Action: Instant
Catch: The character stands underneath a display of the Northern or Southern Lights.
Roll Results
Dramatic Failure: The lights steal the character’s beauty for themselves, granting her -2 to all rolls which would normally benefit from the Striking Looks bonus.
Failure: The lights ignore the character.
Success: The character calls forth the shimmering beauty of the Aurora and drapes it about her like a cloak. The effects of this clause last for one scene. The character gains the equivalent of the four dot version of the Striking Looks merit. This bonus stacks with any others, even the Striking Looks merit itself. While this clause is in effect, the swirling colors have a mesmerizing effect on any individual who meets the character’s eyes, so long as the character is not holding a weapon or acting in a threatening manner. Supernatural characters may resist the mesmeric effect with a successful Resolve + Composure roll. The mesmeric effect ends instantly if the character picks up a weapon or threatens anyone. Cameras and other recording devices will not record anything out of the ordinary, and any mortal will only remember a particularly lovely individual after this clause has expired.
Exceptional Success: The effect lasts until the sun next rises or sets, whichever comes first.
Suggested Modifiers
+1 to +2 ~ The character is wearing especially fine or expensive clothing.
-1 to -2 ~ The character is dressed in rags or is filthy.

Light of Revelation (••••)
A single candle dispels darkness. Channeling the powers of light as a revelatory concept, this clause reveals that which is hidden in darkness and illusion.

Cost: 3 Glamour
Dice Pool: Occult + Wyrd
Action: Instant
Catch: The character is using the clause within five minutes of Noon.
Roll Results
Dramatic Failure: The light of revelation burns the character’s eyes. She suffers a -2 penalty to all rolls involving vision for the remainder of the scene.
Failure: Nothing happens.
Success: The character’s eyes blaze with shining white light. Within a radius of 100 feet, all rolls to hide or disguise oneself are reduced to a chance die and previously hidden or disguised characters must roll a chance die or lose their obfuscations. Supernatural means of occultation require a roll of Stealth + Wyrd – 5 or said powers are lost. Even the Mask flickers and weakens, allowing mortals to see through that disguise with a successful perception roll. The effects of this clause persist for one turn per success rolled, after which those who desire to do so may attempt to conceal themselves once more.
Exceptional Success: The duration extends to two turns per success and the character may dismiss the clause early, if so desired.

Sword of the Sun (•••••)
Channeling the Might of Sol, the character blasts forth a searing blast of light from his eyes.

Cost: 3 Glamour, optional 1 Willpower
Dice Pool: Dexterity + Wyrd
Action: Instant
Catch: The subject of this clause is wearing or touching elemental gold.
Roll Results
Dramatic Failure: The beam of light misfires and strikes the target that results in the most dramatic discord.
Failure: The light fails to manifest.
Success: A sunbeam laden with glamour blasts forth from the changeling’s outstretched hand to strike at the subject. This clause inflicts one point of lethal damage per success. The changeling has the option of spending a point of willpower to upgrade the lethal damage to aggravated. This light counts as pure sunlight, in terms of its properties (and potential damage to vampires and the like). The ranges on this attack are 10/30/50 and inflict penalties as normal.
Exceptional Success: No benefit beyond that granted by rolling 5+ successes.

Contracts of Movements Unseen and Secrets Unheard

Secrets Unspoken (•)
Everyone has something they are ashamed of, something that they try not to see, try not to hear, as it moves about their mind. This clause enables the character to discern the secret (and not-so-secret) shames of a subject.
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant
Catch: The subject has confided one of her secret shames to the character.
Roll Results
Dramatic Failure: The character receives false information, becoming convinced the subject is ashamed of something she is in fact not.
Failure: The character cannot see beneath the surface of the subject’s eyes.
Success: The character learns one of the sources of the subject’s shame. See suggested modifiers for the depths this contract can plumb.
Exceptional Success: The character gains access to two hidden shames at the targeted level.
Suggested Modifiers
+1 ~ The subject’s Vice is Pride.
+1 ~ The character has a pledge with the subject.
+0 ~ The character discerns an source of shame currently at the forefront of the subject’s mind.
-1 ~ The source of shame is not currently on the subject’s mind.
-1 ~ The character seeks a specific kind of shame (sexual, monetary, heirloom, etc).
-2 ~ The character discovers an shame that the subject generally keeps hidden.
-3 ~ The character discovers an shame that the subject attempts to deny, even to herself.

The Shadow’s Gift (••)
Movements unseen and voices unheard, a perfect cloak for those who wish to go about their business undisturbed. This clause is a great boon to those who seek such subtleties.
Cost: 2 Glamour
Dice Pool: Charisma + Wyrd
Action: Instant
Catch: The night is a moonless one.
Roll Results
Dramatic Failure: The darker parts of the character’s nature shine through, taking the form of betraying whispers and glimmers of deathly phosphorescence. He receives a -2 penalty to all Subterfuge or Larceny 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 Larceny rolls for the next scene.
Exceptional Success: The character adds a number of automatic successes equal to his Wyrd to his next Subterfuge or Larceny 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 unassuming or dark clothing.
-1 to -2 ~ Loud dress or vibrantly colored clothing.

Stolen Whispers (•••)
The character steals all the whispers of sound in a radius around her, ensuring nigh-absolute silence.
Cost: 3 Glamour
Dice Pool: Stealth + Wyrd
Action: Instant
Catch: The character bites her tongue, inflicting at least one point of lethal damage.
Roll Results
Dramatic Failure: The effects of this clause instead amplify sound, levying a -2 penalty to all rolls involving Stealth for the remainder of the scene.
Failure: Nearby noise levels are unaffected.
Success: The character steals the whispers of sound around her. This clause affects a radius equal to the character’s Wyrd in yards. For every success on this roll, all penalties (that are related to sound) that would apply to Stealth rolls are reduced by one. In addition, anyone within the radius of effect must roll Stamina + Expression and gain successes in excess of those rolled on this clause’s activation or be unable to make themselves heard. The effects of this clause persist for one scene.
Exceptional Success: The duration of the clause is extended to the next rising or setting of the sun. During this time, the character may summon and dismiss the effect at will.
Suggested Modifiers

Bind the Sight (••••)
The character drawl the caul of night across the subject’s eyes, temporarily blinding her..
Cost: 1 Glamour
Dice Pool: Intelligence + Wyrd vs Wits + Wyrd
Action: Instant
Catch: The character plunges a room into darkness at the same moment as invoking this clause.
Roll Results
Dramatic Failure: The power recoils and blinds the character for a number of turns equal to her Wyrd.
Failure: Nothing happens.
Success: The subject’s vision fades to darkness. The blindness lasts for the remainder of the scene.
Exceptional Success: The character also has the option to end the effect at any point before the duration is up.
Suggested Modifiers
+1 ~ The target requires corrective lenses of any sort.
-1 ~ The character can see the subject, but not her face.

For Utter Shame… (•••••)
The character draws up every dreg of shame the subject possesses, temporarily rendering her catatonic with shame, paralyzed by guilt and completely unable to act..
Cost: 3 Glamour + 1 Willpower
Dice Pool: Manipulation + Wyrd vs Wits + Wyrd.
Action: Instant and Contested, resistance is reflexive.
Catch: The subject has tasted one of the changeling’s tears.
Roll Results
Dramatic Failure: The character dredges up her own secret shames in the process and is momentarily overcome, losing her Defense for the next turn.
Failure: The character fails to dredge up the subject’s shame.
Success: The subject is overwhelmed by shame. She can do nothing but curl up and feel terrible for a number of turns equal to the successes rolled. She retains her defense, but may take no action of any kind.
Exceptional Success: The subject is so overwhelmed that she also loses her Defense for the duration.
Suggested Modifiers
+2 ~ The subject is already wracked with guilt and shame.
-1 ~ The subject is currently experiencing a strong emotion unrelated to shame.

Contracts of Chirurgery

Diagnose (•)
Before one can attempt to heal a wound or cure a disease, one must first know what one is faced with.

Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant.
Catch: The changeling is dressed as a medical professional and behaves as such a person.
Roll Results
Dramatic Failure: The character makes a mis-diagnosis, potentially endangering the life of her patient.
Failure: The clause fails and the character gains no information about the bodily health and wellbeing of the patient.
Success: With success on this roll, the character can instantly identify any and all wounds or maladies suffered by the patient. Details of hidden complications or other such details become instantly clear. This ability lasts for the next full scene. Each success on this roll adds one die to any Medicine rolls made in an attempt to heal the character.
Exceptional Success: The character is also able to get a general sense of what event caused the malady in question.
Suggested Modifiers
+1 ~ The changeling uses a good bedside manner with the patient.
-2 ~ The character is observing the patient through a window or video link.

Anesthesia (••)
The character attempts to place the target into a deep sleep filled with pleasant dreams. The effects of this clause are such that the target will feel no pain and cannot be roused by normal means. This clause can be used on an unwilling target, however, in such a case it is more difficult to ensure unbreakable slumber.

Cost: 1 Glamour (+1 Willpower for a Supernatural target)
Dice Pool: Empathy + Wyrd
Action: Instant
Catch: The subject is in a hospital room or other place of healing.
Roll Results
Dramatic Failure: The character finds her own eyes drooping. She is fatigued for the remainder of the scene.
Failure: Sleep remains out of grasp.
Success: The character must touch the subject. That touch brings a deep and peaceful sleep. If used outside of combat on a willing subject, it lasts for the remainder of the scene. If used on an unwilling subject outside of combat, the sleep lasts for one turn per success. If used on an unwilling subject in combat, the duration is one turn per success. Unwilling subjects may be awakened as from a normal sleep.
Exceptional Success: The subject’s sleep is a healing one as well. All fatigue penalties are removed and all bashing damage is healed.
Suggested Modifiers
+2 ~ The character administers a sleeping aid to the subject as part of enacting this clause.
+1 ~ White noise or peaceful music plays in the background.
+1 ~ The character uses this clause during dusk (a natural time of somnolence).
-1 ~ Loud noises can be heard in the background.
-1 ~ The character attempts to use this contract within five minutes of Noon.

The Hands of a Surgeon (•••)
Medicine requires many specialized tools. In battlefield or primitive conditions, these tools are often hard to come by. Not so for the changeling with knowledge of this clause. The powers of healing imbue her hands with the tools necessary to do the job.

Cost: 2 Glamour
Dice Pool: Dexterity + Wyrd
Action: Instant
Catch: The character has just accidentally broken a nail.
Roll Results
Dramatic Failure: The powers invoked twist the hands of the character, resulting in a -2 penalty to all rolls involving Dexterity for the remainder of the scene.
Failure: The character’s hands remain unchanged.
Success: Chirurgery imbues the characters hands with the tools necessary to do the job. A nail might lengthen and hone itself to razor sharpness, becoming a very effective scalpel. Alternately, a fragment of nail might splinter off, forming a smooth and effective needle, trailing sinew from the character’s own body. As it is an aspect of Healing which provides these changes, no damage is incurred by the character. The 8-again quality is applied to all Medicine Rolls. The effects of this contract last for the remainder of the scene.
Exceptional Success: During the remainder of the scene, the character may apply the Rote quality to a number of Medicine rolls equal to his Wyrd.
Suggested Modifiers
+1 ~ The character is in battlefield conditions.
-1 ~ The character is in a hospital or other place of healing with tools near to hand.

Faith Healing (••••)
Sometimes, Medicine requires a leap of Faith. With this power, the character can call upon the powers of healing and bestow the benefit with a mere touch.

Cost: 1 Glamour + 1 Willpower
Dice Pool: Medicine + Wyrd
Action: Instant
Catch: The character uses this clause to heal a blood relative who has been reduced to wound penalties.
Roll Results
Dramatic Failure: The subject is healed, at the cost of the character taking her injuries for himself. All damage is transferred.
Failure: Wounds refuse to knit, and bones refuse to mend.
Success: Flesh and bone shift and realign themselves to the proper orientation and begin to knit back together. For every success on the activation roll, the character may remove one point of lethal or bashing damage from the character. Aggravated wounds may be downgraded to lethal at the cost of one additional point of glamour per downgraded wound. The character may mix and match the various levels of healing as suits her. The character may use this clause upon herself.
Exceptional Success: The character may remove aggravated wounds entirely, as opposed to downgrading them. The glamour cost still applies.

Stay the Hand of Death (•••••)
For a brief period of time, the character can stay the hand of Death itself, rendering a target comatose, but immune to any and all damage. Disease will fail to advance, wounds cease to bleed, etc. It is as if time is suspended for the subject. However, time is only suspended. When the duration of this clause is up, all damage that had accrued begins to take effect on the character once more.

Cost: 3 Glamour + 1 Willpower
Dice Pool: Charisma + Wyrd
Action: Instant
Catch: The character is acting to save the life of an individual who has done her a service within the past week.
Roll Results
Dramatic Failure: The damage races, moving more quickly to affect the subject. Disease and poison rage out of control, wounds vomit forth blood, etc.
Failure: The maladies affecting the subject will not be stayed.
Success: The subject slips into a deep coma for one day per point of the caster’s Wyrd. During this time, she may not be further harmed. Damage still accrues, if applicable, and is applied to the character once the effects of this clause end. The caster may continue the effects of this clause indefinitely by paying the invocation cost to re-invoke the power on the last day of the clause’s duration. No roll is required to continue the effects of this clause. This clause is most commonly used to hold loved ones in stasis in the hopes of finding a cure soon, or to keep a subject alive until they can be transferred to a medical facility for intensive care.
Exceptional Success: The duration increases to two days per point of Wyrd.
Suggested Modifiers
+1 ~ The character has three or more dots in Medicine.  
 

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