Difference between revisions of "Talk:Aaron Fletcher"
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− | < | + | Contracts of Cocophany: A famous bard once penned, "If music be the food of love, then play on." Another person |
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− | + | once said that music could "soothe the savage beast." But what some might call music, another might call noise. | |
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+ | Sound is such a unique thing. Pitches, tones, vibrations to the ear. This contract is not one of melodies, but | ||
− | + | one in which someone can manipulate sound to be both beneficial and | |
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− | + | Contracts of Cocophany even work on people who are deaf/hard of hearing. | |
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− | + | Fine Tune(•) | |
+ | When invoking this clause, the changeling is able to adjust the sound around them in such a way that they can | ||
− | + | pick up things that most mortal ears cannot hear. Like the hightend senses of super heroes, one can even fine | |
− | + | tune hearing to overhear conversations that are best left secret between those parties. | |
− | : | + | Cost: 1 Glamour |
+ | Dice Pool: Wyrd + Expression | ||
+ | Action: Instant | ||
+ | Catch: The changeling focuses on the subject they want to use their supernatural hearing on, while humming a | ||
− | + | single note during this clause. If he stops at anytime for longer than a breath, he must pay the cost. | |
+ | Results | ||
+ | Dramatic Failure: The Changeling's ears pick up everything and it's intensified. The sounds are constant, loud | ||
+ | and distracting, lasting for the rest of the scene. All rolls are done at -2. | ||
+ | Failure: The contract does not work. Nothing happens. | ||
+ | Success: Like fine tuning the dial of an old radio to pick up a station, the Changeling is able to hear their | ||
+ | target with supernatural crystal clarity. If they are attempting to listen in on a conversation from a distance, | ||
+ | they are able to hear up to their Wyrd in yards. This effect lasts for a scene or until the Changeling stops | ||
− | + | humming, whichever comes first. | |
− | : | + | Exceptional Success: The contract lasts until next sunrise or sunset which ever is first. Further more, for each |
− | + | success the changeling can allow one other person to hear benefit from this effect, though that person might not | |
− | + | know how their sharp hearing has occured. | |
− | + | Whispering Arch (••) | |
+ | Like those places found in architectural anomalies over the world, you can hold a conversation with another | ||
− | + | individual from across a crowded room without the need to raise one's voice above a whisper. | |
− | : | + | Cost: 1 Glamour or 3 see below |
− | + | Dice Pool: Wyrd + Wits - Subject’s Wits | |
− | + | Action: Instant | |
+ | Catch: The changelings using the clause must cup their mouths as though they were talking into their hands. | ||
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+ | Results | ||
+ | Dramatic Failure: The words, regardless of how clearly the Changeling may have been in speaking, are heard | ||
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+ | completely wrong, if sometimes offensively. If the message was meet me at twelve noon, the subject might think he | ||
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+ | meant twelve midnight. | ||
+ | Failure: Nothing happens. The contract does not work. | ||
+ | Success: The changeling can convey a message to the subject by whispering into his hands. This works between only | ||
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+ | two people in a one-on-one capacity. The two parties must be in the same room in order for this to work. Anything | ||
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+ | said is recieved by the other in clear quality by the recieving individual. | ||
+ | Exceptional Success: If the Changeling wants, the Contract works two-ways for a number of individuals half the | ||
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+ | caster's Wyrd (minimum is 1). Everyone must be within the same room in order to talk to one another. | ||
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+ | Whispers on the Wind (•••) | ||
+ | Like Whispering Arch, the Changeling can throw their voice across long distances, sending a message along a | ||
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+ | breeze to anyone they've met. | ||
+ | Cost: 2 Glamour | ||
+ | Dice Pool: Wyrd + Manipulation | ||
+ | Action: Extended to a total of 5 successes | ||
+ | Catch: The Changeling mouths out their message without uttering a single sound. If a sound is uttered anytime | ||
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+ | before the message ends, they must pay the cost. | ||
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+ | Results | ||
+ | Dramatic Failure: The Contract coughs and hacks as their air from their lungs is briefly taken by the wind. The | ||
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+ | Changeling takes a number of bashing damage in Wyrd/2. In addition, they are -2 in stamina for a number of hours | ||
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+ | in their Wyrd. | ||
+ | Failure: The Contract does not work. Nothing happens. | ||
+ | Success: The Changeling is able to convey their silent message to their target. The effect lasts for a number of | ||
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+ | hours in Wyrd to reach that individual regardless of where they -- provided that they are within the same city or | ||
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+ | town as the Changeling. | ||
+ | Exceptional Success: Whispers on the Wind last for a 24 hour period and can stretch out state/countrywide. Also | ||
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+ | when the message reaches the person and disapates into the air, the subject will be able to recall perfectly the | ||
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+ | message. | ||
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+ | Keening of the Bean Sídhe(••••) | ||
+ | Folklore tells of a female spirit of Ireland whose wailing sound warns of a death in a house. While this is not a | ||
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+ | warning of death, all who hear the wail feel that it's a fate worse than death. The Changeling who uses this | ||
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+ | clause can release a powerful shout that it can split skin, crack bone, or destroy inanimate structures. | ||
+ | Cost: 3 Glamour (+1 one willpower dot for an exceptional success) | ||
+ | Dice Pool: Manipulation + Wyrd - target's Composure | ||
+ | Action: Instant | ||
+ | Catch: The caster has caused an 1 health level of Lethal damage to themselves. | ||
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+ | Results | ||
+ | Dramatic Failure: The Contract does not work and it is instead the changeling has caused severe damage to their | ||
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+ | throat, lungs, and ribs (equal to their Wyrd in bashing damage). And they may not use this clause again for a | ||
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+ | number of nights in their Wyrd rating | ||
+ | Failure: The Contract does not work. Nothing happens. | ||
+ | Success: For each success the changeling rolls others caught in the wailing sounds will take that number of | ||
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+ | successes in aggravated damage. Anyone that is able to withstand the intensity of this takes a minus on all rolls | ||
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+ | equal to 1/2 of the changeling’s Wyrd (min 1/ max 5). If using this power on an inanimate object, the Storyteller | ||
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+ | determines how many dice (if any) the object may use to “soak” and how many successes are needed to completely | ||
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+ | shatter it. | ||
+ | Exceptional Success: Unless the willpower is spent nothing else happens. If a willpower is spent, then the | ||
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+ | contract lasts for 24 hours for every three successes. During this time the area reverberates with the wailing | ||
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+ | sound that no one can be within a foot radius of the caster's Wyrd. Anyone brave or foolish enough to walk into | ||
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+ | the radius will suffer the damage as above. | ||
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+ | Haunting Crescendo(•••••) | ||
+ | At the mastry of this Contract, the Changeling can use their manipulation of sound that they can leave a tune | ||
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+ | hanging in the air in a certain place. Anyone visiting this area can perceive the tune quietly on the breeze, or | ||
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+ | just on the edge of their hearing. Unfortunately, the tune carries madness, and those who hear it can lose their | ||
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+ | minds if they are not careful. | ||
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+ | Cost: 3 Glamour (or 4 for Supernaturals) (+1 willpower point on an exceptional success.) | ||
+ | Roll Pool: Expression + Wyrd - Composure | ||
+ | Action: Instant | ||
+ | Catch: The Changeling and must listen to a song on loop for a number of hours in Wyrd. | ||
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+ | Results | ||
+ | Dramatic Failure: The contract fails and the changeling suffers a deep state of emotion (Derangement: Mild | ||
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+ | Depression) for a number of weeks in their Wyrd and need to roll Resolve+Comp to come out of it. | ||
+ | Failure: The contract fails. | ||
+ | Success: The Changeling pick a Severe derangement. For each success she gets, the song she sings will remain quietly hanging in the area for one day. Anyone entering the area must make a Composure + Wyrd at a difficulty equal to the Changeling scored to use the power. If they fail, they suffer the effects of the derangement the Changeling picked for the rest of the night. If they botch the roll, the derangement does not fade and must be removed as if it was permanent. | ||
+ | Exceptional Success: The song is so infectious that the person caught in the powers of Haunting Cresendo can spread the Mild form of the Derangement to a number of people in the Changeling's Wyrd. Like an ear-worm, the initial target(s) cannot shake the effects of the tune out of their heads (think Emma Stone from the movie Easy-A, where she sings Natasha Bedingfield - Pocketful of Sunshine). Those "infected" shake off the effects in a number of hours in the caster's Wyrd. | ||
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