Saulot/Contracts of the Dragon's Fire

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Contracts of the Dragon's Fire

UNIVERSAL AFFINITY
      Fire, the most destructive and beautiful of the primeval forces. It can bring about cataclysmic damage if left unchecked, but through destruction allows life to begin anew. Dragons were said to hold this power, despite supposedly being nothing but myth. Eziyishumi en Thoba believed their to be truth in this myth, and channeled the destructive nature of fire through their very being. While the Contract itself is part and parcel of fire, it's theme and clauses are in reverence to those mythical, mighty beasts.

      The fires required for the various clauses and catches of this contract cannot be used with fire from one's Mien or the fire that surrounds you via the second clause of Elements (Armor of the Elements). Additionally, the heat levels of any fires created by this Contract will always cap out at 3 as a mundane fire would. More information on fire can be found in Chronicles of Darkness on page 98.

Heat Levels:

  • 0: Candle (first degree burns)
  • 1: Torch (second degree burns)
  • 2: Bunsen burner (third degree burns)
  • 3: Chemical fire/molten metal

The Dragon's Shadows (•)

      Stories exist of faeries, dragons, demons, and all manner of creature manipulating fire to entrance and tell a story. The fire required for this clause must be at least size 2 (the size of a typical campfire)

      Cost: 2 Glamour
      Dice Pool: Wyrd + Presence
      Action: Instant
      Catch: Burning a representation of the story to be told.

      Dramatic Failure: The fiery illusion comes to life, and attacks the Changeling. They suffer lethal damage equal to their Wyrd and suffer the burning tilt.
      Failure: Fire turns to smoke as nothing happens.
      Success: The Changeling conjures a fiery image that dances and moves as they direct it. This requires an existing fire to use, and the size of the figure or figures has a total size equal to the Changeling's Wyrd. This effect may be used for as many minutes as the user's Wyrd x4, and the fire is rendered harmless and unusable in combat. Lastly, they gain their successes to any related Expression or Intimidation rolls for the story to be told. The images created by this clause may dismissed as a reflexive action.
      Exceptional Success:The images last as many hours as Wyrd x4.

The Dragon's Scales (••)

      A dragon's scales were said to be nigh impenetrable, and impervious to flame. This clause turns myth to reality in a twisted, burning fashion. When bathed in flame the Changeling is covered in fiery, illusory scales that defend them against incoming blows and pain.

      Cost: 2 Glamour
      Dice Pool: Wyrd + Resolve
      Action: Reflexive
      Catch: The Changeling is defending something of great monetary value.

      Dramatic Failure: The fire burns greatly, and use of the dragon's scales become impossible.
      Failure: Nothing happens, and they are simply surrounded in fire.
      Success: When surrounded by or covered in fire the Changeling gains greater defense by way of ephemeral, flaming scales. These scales offer armor equal to the heat level of said fire, and ignore the damage of said fire.
      Exceptional Success: In addition to the armor gained they also gain defense equal to the heat level of the fire.

The Dragon's Breath (•••)

      The greatest myth associated with dragons is their ability to breathe fire. With the Clause the Changeling may do similar enough, although they won't be burning down any villages. Their work is only a pale imitation to the legends.

      Cost: 2 Glamour
      Dice Pool: Wyrd + Dexterity - Defense
      Action: Instant
      Catch: The Changeling keeps a still hot coal in their mouth.

      Dramatic Failure: The fire doesn't leave the Changeling's mouth, and instead they accidentally consume it. They receive as much Aggravated damage equal to their Stamina -1.
      Failure: The Changeling simply blows smoke out of their mouth.
      Success: She exhales a long plume of fire at their directed target. This fire does 1 lethal damage and applies the Burning Tilt. The heat level of the fire is equal to her Stamina -1.
      Exceptional Success: The initial point of damage done is aggravated instead of lethal. The fire damage from the Burning Tilt is lethal and may be ended as normal.

The Dragon's Heart (••••)

      Fire is a thing of purification and rebirth. Through this clause a Changeling can wash away pain, scars, and other such maladies if they bathe in fire.

      Cost: 3 Glamour + 1 Willpower
      Dice Pool: Wyrd + Stamina
      Action: Instant
      Catch: Burning something important to you that cannot be replaced. Examples are the last photo of yourself from before you were taken, a lock of hair from someone lost loved one, et cetera.

      Dramatic Failure: The target is instead irreparably scarred. They take as much aggravated damage as the fire's heat level +1.
      Failure: Nothing happens, and the target suffers the usual pains of being standing inside a fire.
      Success: For this Clause to work she must stand wholly within fire, and must not possess any active defenses that would mitigate the typical damage and destruction of fire. The fire heals as much damage as the user's successes with the most grievous wounds being healed first (aggravated, then lethal, and bashing last). Any clothes the target wears are burned away in the fire, regardless of their makeup, along with the loss of any scars or tattoos.
      Exceptional Success: Additional successes are their own reward.

The Dragon's Fury (•••••)

      Through fire the Changeling unleashes every ounce of fire's destructive might. After a time they are reborn in flame and ash, but fine themselves weaker for their sacrifice.

      Cost: 1 Glamour, 2 Stamina Dots, Special
      Dice Pool: Wyrd + Stamina
      Action: Reflexive
      Catch: Killed by fire, The Dragon's Fury doesn't count for this.

      Dramatic Failure: The Changeling still explodes, but she is not reborn.
      Failure: Nothing happens.
      Success: She dies in an explosion of fire that has a blast area equal to her Wyrd, has a heat level at a rating equal to her Stamina -1, and does damage equal to the Force + successes. This explosion has a Force of 4. She is then reborn in a number of minutes from the ashes equal to 10 minus her Wyrd. General rules for explosives can be found in Hurt Locker on page 134.
      Exceptional Success: Additional successes are their own reward.