Contracts

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Contracts

The following tables list all Contracts available on Fate's Harvest. These include all of the available Contracts from the books as well as any custom Contracts written for this game. Custom Contracts are in bold colorful text and are explained below the table lists.

Court Contracts

Eternal Autumn Harvest blessings and curses of withering.
Fleeting Autumn Powers to induce/ward against fear.
Spell-Bound Autumn Sorcerous manipulations and ghost-speech.
Potential Using potential to evoke/guide change.
Entropy Breaking things down, manipulating Fate.
Four Directions Powers to find one's way or lose it
Misdeed Powers over shame, disgust, day & night.
Eternal Spring Powers for growth/rejuvenation/healing.
Fleeting Spring Powers to induce/use desires.
Verdant Spring Using strong passions to achieve goals.
Eternal Summer Powers of the sun, heat, vigor.
Fleeting Summer Powers to manipulate wrath.
Punishing Summer Powers of blistering heat/sun/blight.
Eternal Winter Contracts of snow and ice.
Fleeting Winter Powers to invoke and control sorrow.
Sorrow-Frozen Heart Sorrow's numbing, emotional emptiness.

Seeming Contracts

Animation Magically create, repair, destroy objects.
Artifice Talent for supernatural craftsmanship.
Communion Communicate/relate to chosen elements.
Darkness Powers of cunning and nocturnal witchery.
Den Powers to protect/build/trick the home.
Elements Powers to command the elements.
Fang and Talon Emulating, speaking, commanding animals.
Forge Alter/shape the mortal world or Hedge.
Oath and Punishment Sense, pursue and punish oathbreakers.
Separation Circumvent reality/physics/solidity.
Stone Blessings of might and brute force.
Vainglory Mastery of supernatural beauty/splendor.
Wild Control raw/wild natural powers.

Universal Contracts

Board Power over strategy/world as a board game.
Colors Manipulation of color, trickery, play.
Dream Entering and shaping the dreams of others.
Hearth Traditional fae blessings of fortune.
Hours Powers over time and age.
Lucidity Manipulation of sanity and clarity.
Mirror Powers to alter one's appearance.
Moon Powers over derangement and hysteria.
Omen Powers to see into the past or future.
Reflections Powers over mirrors, reflections.
Shade and Spirit Communication and travel to/with ghosts.
Smoke Powers over stealth, invisibility.
Thorns and Brambles Using the Hedge to your advantage in war.
Wind Wind finesses movement, safety, messages.


Custom Contracts

The following Contracts were written for Fate's Harvest by staff or players. The creator will be noted in the description. If you are interested in submitting a new Contract for consideration, please follow the requirements in 'news homebrew3' when doing so.

Contracts of Colors

This Contract's first iteration was written for The Reach MUX, and it has been brought over by its creator to be used here. All text is written by Annapurna.

Colors are a mixed blessing. Skin, fur, feathers, even the petals of a flower, all can be used to communicate, to attract, to warn, deceive, hide, but they aren't a tangible force, or a direct one. Give a girl a yellow rose, and you're a friend. Give her red, and you're in love. It is this essence of changeability, this mercurial and beautiful illusion, with which the following Contracts are sworn.

Palette

Color is everywhere, and an inconstant companion to the eyes which see it. This contract calls on color's variety and changeability to grant the changeling power over perceived pigmentation. The change is seen by all. Mortals may question why the polka dots on their new skirt are suddenly fluorescent green if used unwisely!

Colorblind characters suffer a -1 penalty on this clause. For the truly blind with no concept of color, this penalty increases to -3.

Cost: 1 Glamour
Dice Pool: Wyrd + Crafts
Action: Instant
Catch: The changeling is wearing or carrying an object which changes color. Examples: opals, rainbow LEDs, holographs, mood rings.

Dramatic Failure: The Contract yields the least favorable color for the changeling using it. E.g. if altering clothing, the color is hideous or garish. If trying to be subtle, the color is eyeblinding neon.
Failure: The Contract fails to change the object's color.
Success: For each use of the Contract on an object under Size 5 (or a single part of an object, that part not to exceed size 5), the changeling may change one of the object's/that part's colors to any other color, for 1 scene. The change includes small variations of a single color type, e.g. a pebble in many shades of grey is counted as one 'grey' by the Contract, and a fire in many shades of gold is counted as one 'gold'. A handful of small objects may be changed at once. For purposes of this contract, nails, hair and fur qualify as dead protein, and may be affected by its power. Eyes and skin may not.
Exceptional Success: As with an ordinary success, but the change lasts 1 week.

Note: The use of Promise Leaves in the successful activation of this clause increases the duration of its effects to one week. Use of Promise Leaves in an Exceptional Success renders the effect permanent.



Contracts of Misdeed

Contracts of Wind