Saulot/Contracts of the Arcane

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Contracts of the Arcane

UNIVERSAL AFFINITY
      Mystery and wonder. These are the foundations of the unknown and preternatural. Inamba created this contract to better understand the world around him as seen through his Wyrd perspective after swearing himself to discover.

Mind Over Matter (•)

      Many Changelings flex their Wyrd for greater agility and might, but the users of this contract gain greater mental acuity.

      Cost: 1 Glamour
      Dice Pool: Wyrd + Intelligence
      Action: Reflexive
      Catch: Holding the ashes of a mustard seed in her mouth.

      Dramatic Failure: The Changeling's mind is warped. They receive -1 to their next Intelligence or Wits roll, and 1s remove successes (the weak trigger.)
      Failure: Her intellect remains the same.
      Success: The Changeling receives +1 to their next Intelligence or Wits roll.
      Exceptional Success: The roll receiving the bonus also receives 9-again and all 1s are re-rolled.

      Suggested Modifiers:
      +1 She remains calm and there are no distractions.
      -1 The Changeling is in a distracting environment.
      -2 The Changeling is acting loud, brash, or violently (even in self-defense).

Wyrd Insights (••)

      The Wyrd bends and warps the reality Changeling's see by their own Clarity, but even that has loopholes if a Changeling is willing to see things from another angle.

      Cost: 2 Glamour
      Dice Pool: Wyrd + Wits v. Resolve + Wyrd
      Action: Instant
      Catch: Snorting the ashes of houndstongue.

      Dramatic Failure: The emotions they see are inverted, supernatural auras appear mundane and human, a human aura appears to be supernatural.
      Failure: Nothing happens.
      Success: While Wyrd Insights is active the changeling may see a target's aura unless they are obfuscating it in some way. If the target is hiding their aura it is contested via Resolve + Wyrd (as noted above). Wyrd Insight's lasts a scene.
      Exceptional Success: The Changeling gains all the benefits of a normal success. In addition, the character gains an additional +2 dice on all Social rolls made against the target for the remainder of the scene due to his being so in tune with her personality.

      Suggested Modifiers:
      +1 The changeling is currently sober.
      -1 The changeling is currently intoxicated.
      -2 The changeling is currently fighting.

Emotional Colors

Aura Colors - Emotional States
Afraid Orange
Aggressive Purple
Angry Red
Anxious Aura is scrambled like static/white noise
Bitter Brown
Calm Light Blue
Compassionate Pink
Confused Mottled, shifting colors
Conservative Lavender
Daydreaming Sharp, flickering colors
Depressed Gray
Desirous/Lustful Deep Red
Distrustful Light Green
Envious Dark Green
Excited Violet
Frenzied Rapidly rippling colors
Generous Rose
Happy Vermilion
Hateful Black
Idealistic Yellow
Innocent White
Lovestruck Blue
Obsessed Green
Psychotic Hypnotically swirling colors
Sad Silver
Spiritual Gold
Suspicious Dark Blue
True Faith Halo of silver/gold, brighter if more faithful

Supernatural Colors

Aura Colors - Supernaturals
Changeling Iridescent highlights in aura; brighter/more rainbowy with higher Wyrd
Diablerist Black veins in aura
Enchanted Dim iridescent veins in aura
Ensorcelled Single iridescent vein in aura
Faerie Brilliant rainbow highlights in aura
Fae-touched Iridescent splotches in aura
Ghost Weak, intermittent aura
Ghoul Pale blotches in aura
Mage Myriad sparkles in aura
Pledge-bound Fine threads of scarlet in the aura
Psychic A subtle wavery quality to the aura
Thaumaturge The occasional sparkle in aura
Vampire Aura colors are pale, washed out
Werewolf Very bright, vibrant aura
Wolfblooded Always slightly brighter than it should be

Second Sight (•••)

      A Changeling's fae-touched eyes allow them to see things beneath the mask, but they are still blind to certain things. Power hidden beneath the surface, covert concepts without meaning.

      Cost: 3 Glamour
      Dice Pool: Wyrd + Occult - target's Composure (if resis)
      Action: Instant
      Catch: Painting a third eye on her forehead with the ashes of holly leaves.

      Dramatic Failure: The Changeling sees something that isn't there, and discovers things well outside the realm of what they may be looking at.
      Failure: She discovers nothing, and feels as if the object of her curiosity is mundane.
      Success: The Changeling may uncover the strengths, weaknesses, and relative concepts of an individual person or object. For each success they may ask for one advantage, currently active power or ability, or supernatural weakness of the subject.

Examples:A vampire belonging to an feral bloodline would reveal that they may control animals with a few words or a thought, that they easily fall to their rages, that they can shapeshift, or that they might be supernaturally tougher than the mundane. A Changeling made of water can move at lightning speeds below the surface, that they are repelled by salt, or that they might take additional damage from ice.
      Exceptional Success: Additional successes are their own reward.

      Suggested Modifiers:
      +1 She has a general idea of what or who she's looking at.
      -1 The Changeling is completely unaware of what she's trying to scrutinize.

Touch of the Past (••••)

      Magical things and places usually have a storied history. This clause allows a changeling to see a glimpse of that past, and potentially of a place's or purpose for being.

      Cost: 3 Glamour
      Dice Pool: Wyrd + Investigation
      Action: Instant
      Catch: Covering her hands in the ashes of buttercups.

      Dramatic Failure: The Changeling instead loses a piece of their own memory.
      Failure: The Changeling, at least for a moment, forgets what they are searching for.
      Success: For each success the Changeling may ask one question of the storyteller related to what they're observing with Touch of the Past. The answers she receives are a glimpse of an item's use or a place's history.
      Exceptional Success: The scene the Changeling sees is much more detailed, and they see more of it. This is convered by way of more detailed, exact answer.

      Suggested Modifiers:
      +2 The Changeling knows the creator of the item or location.
      +1 The object or place is supernatural in nature.
      -1 The Changeling is in a distracting environment.
      -2 The Changeling does not know the creator of the item or location.

      Example Questions and Answers:

  • Who made this?
    • A giant of a man laying carving out a mountain.
  • When was this made?
    • Disco plays in the background, an empty syrnige rolls down the street.
  • How was this made?
    • The pained whimpers of canines, a pile of briarwolf bodies with their insides free to see.
  • What was this made for?
    • Scared beasts huddled away from something stronger that beats on the door.
  • Who was the lest person here?
    • A glimpse of a red man frantically searching for a clue.
  • Who was the last person to touch this?
    • A young man dressed in blue lifts the gun, firing into the shadows.
  • What is the strongest emotion tied to this?
    • Sanguine fear, a predator fresh on your heels.
  • Why was this item made?
    • A towering woman made of electricity holds a sword hilted in her chest.

Door to Nowhere (•••••)

      The Door to Nowhere is a portal to one of the realms invisible crafted from experience or knowledge of the supernatural. This doorway is in no way covert, and announces its presence in some way. Fog where it shouldn't be, a pillar of light, a surge of fire or electricity. These effects are purely illusory, but are obvious to anyone around regardless of the effect.

      Cost: 5 Glamour + 2 Willpower
      Dice Pool: Wyrd + Occult
      Action: Extended, each roll takes 1 minute
      Catch: Drawing out a detailed door and threshold with the ashes from the tongues of adders.

      Dramatic Failure: Something from the other side comes through while the Changeling may not pass through the portal. Whatever it is that comes through is immediately hostile towards everything and everyone present.
      Failure: She makes no progress.
      Success: After achieving a total of twenty successes they create a gate to their chosen destination. This gate, however, isn't easily shut, and other entities may go in or out. The portal made by Door to Nowhere lasts for as many turns as the Changeling's Wyrd.
      Exceptional Success: The Changeling is refunded the Willpower spent.

      Suggested Modifiers:
      +3 Travelling to a familiar location.
      +2 Travelling to the Hedge.
      -2 Travelling to an unfamiliar location.
      -3 The Changeling is in a distracting environment.
      -3 Travelling to the mortal world.
      -5 The Changeling is in combat.
      -5 Travelling to the Tenemos.
      -5 Travelling to the Skein.
      -5 Travelling to the Spirit World.
      -5 Travelling to the Underworld.