Difference between revisions of "Contracts"

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'''<span style="font-variant:small-caps; color:#005fff">Suggested Modifiers:</span>''' the target is feeling guilty (+1); you have never met the target before (-1)
 
'''<span style="font-variant:small-caps; color:#005fff">Suggested Modifiers:</span>''' the target is feeling guilty (+1); you have never met the target before (-1)
  
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===The Guiding Hand===
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If someone's behavior isn't quite aligned with your goals, it's only to their benefit, clearly, that you should give them a nudge in the right direction. This clause can only be used while you are actively attempting to persuade someone toward/against a particular action, belief or similar line of behavior.
  
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'''<span style="font-variant:small-caps; color:#005fff">Prerequisite:</span>''' Prerequisite: Mantle (<span style="color:#ffd700">SUN</span>/<span style="color:#5fd7ff">MOON</span>) 1 or Court Goodwill (<span style="color:#ffd700">SUN</span>/<span style="color:#5fd7ff">MOON</span>) 3
  
===The Guiding Hand===
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'''<span style="font-variant:small-caps; color:#0000d7">Cost:</span>''' 1 Glamour<br>
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'''<span style="font-variant:small-caps; color:#0000d7">Dice Pool:</span>''' Wyrd + Manipulation<br>
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'''<span style="font-variant:small-caps; color:#0000d7">Action:</span>''' Instant<br>
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'''<span style="font-variant:small-caps; color:#0000d7">Catch:</span>''' The changeling has knowingly given someone else that person's favorite food, or has personally eaten something which revolts her within the last hour.
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'''<span style="font-variant:small-caps; color:#ffaf5f">Dramatic Failure:</span>''' <span style="color:#ffd700">SUN</span>/<span style="color:#5fd7ff">MOON</span>: The clause backfires, and the target gains a supernatural bolstering of their own beliefs, receiving a +2 on their own roll to contest the changeling's next attempt at persuasion.<br>
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'''<span style="font-variant:small-caps; color:#ffaf5f">Failure:</span>''' <span style="color:#ffd700">SUN</span>/<span style="color:#5fd7ff">MOON</span>: The clause has no effect.<br>
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'''<span style="font-variant:small-caps; color:#ffaf5f">Success:</span>''' <span style="color:#ffd700">SUN</span>: The target feels supernaturally induced shame for not behaving as the changeling indicates is "right" to do. <span style="color:#5fd7ff">MOON</span>: The target feels supernaturally induced disgust toward what the changeling specifies upon activating this clause.<br>In both cases, the changeling gains a +2 to the next Persuasion roll relating to the targeted behavior. The object of shame or disgust must be relatively specific. "Existing" would not be a permissible source of shame or disgust. "Being late to work" or "dogs whose faces look like they were cartoonishly squashed against hard objects" would.<br>
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'''<span style="font-variant:small-caps; color:#ffaf5f">Exceptional Success:</span>''' <span style="color:#ffd700">SUN</span>/<span style="color:#5fd7ff">MOON</span>: The +2 bonus applies for the remainder of the scene, but only to Persuasion rolls specifically toward that topic.<br>
  
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'''<span style="font-variant:small-caps; color:#005fff">Suggested Modifiers:</span>''' the changeling has succeeded at a contested Persuasion roll with the target within the last half hour (+1); the changeling has failed at the above within the last half hour (-1)
  
 
===True Of Heart===
 
===True Of Heart===

Revision as of 02:50, 30 December 2015

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

UNIVERSAL AFFINITY

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.

Inkwell

Color in nature is a communicator, a warning, a deception. A flower's lines may guide vital insects toward its pollen, a frog's bright colors may warn predators not to dare the poison of its skin or a Viceroy butterfly's orange, white and black deceive the eye into believing it a Monarch, safe, unhealthsome to the palate. This clause calls on the facet of color recognized by nature as a language all its own.

Cost: 1 Glamour
Dice Pool: Wyrd + Expression
Action: Instant
Catch: The changeling has used liquid ink or paint to write a secret in the past day.

Dramatic Failure: The Contract fails, emblazoning the colour or message in ordinary paint or ink visible to all eyes.
Failure: The Contract fails to activate.
Success: The changeling may cause the Mien of an object to change color while the Mask stays the same, or effectively grant a limited Mien to an object without one. Paint and ink used by this clause are infused with Glamour, their original color and visibility superseded by the effects of this contract. Each use can cover the equivalent of a 10'x10' wall with paint (no penalty) or a single page of writing (-2 penalty). Any writing utensil/paintbrush and source of liquid can be used for this purpose. Ex. a changeling may use a smudge from a sweaty finger to leave a desperate mark on a wall for friends to track him by, or paint a line of text under a business' sign cautioning that fae Hunters dwell within. The change in color lasts until the object is painted over/erased (a painted sign would, for example, be more permanent than a quick note jotted on an office white board in dry-erase marker). Only changelings, fae-touched and ensorcelled can see the markings made by this clause, though the markings do not need to be seen to be accidentally removed. In the examples above, the sign could be painted over by a new owner, or a colleague could decide to clean the board, all unknowing of what message was scrawled in the corner.
Exceptional Success: As with an ordinary success, but the changeling can affect up to three objects in sight. Examples: up to three different walls, three pages of a book.

Camouflage

Hunted or hunter, the ability to blend with one's environment is a key role of color for the sighted world. This contract draws on color to grant a changeling facility with hiding in plain sight.

Cost: 1 Glamour
Dice Pool: Wyrd + Expression
Action: Instant
Catch: The changeling is touching a living animal exhibiting camouflage when the Contract is activated.

Dramatic Failure: The Contract not only fails, but changes the colors of the changeling to stand out against the background. -2 to all stealth rolls for remainder of scene or until a successful activation is achieved.
Failure: The Contract fails to activate.
Success: The changeling's coloration shifts to better match his or her surroundings, changing accordingly as the changeling moves from place to place. The camouflage is true from all angles, and includes any clothing or gear carried at the time of activation. Any items or persons picked up after activation do not change, though they may be stored in items which have. For the remainder of the scene, the changeling adds the number of their successes to all Stealth rolls. The changeling is not invisible, nor does this clause affect scent or sound. Be wary: this effect is not covered by the Mask. This bonus stacks with other contracts and specialties.
Exceptional Success: As with an ordinary success. Additionally, the camouflage is so convincing that observers suffer -2 to any visual Perception rolls against the changeling.

Synesthesia

Colors aren't only useful for deception or communication -- they can also be used to confuse, confound and distract threats, and that is what this contract seeks to do. Changelings inflict artificial synesthesia on their target if successful.

Cost: 2 Glamour
Dice Pool: Wyrd + Presence vs. Wyrd + Resolve
Action: Instant
Catch: The Changeling has used hallucinogens/perception-altering substances within the past 24 hours. (This may be a Clarity break!)

Dramatic Failure: The changeling's attempt backfires, the binding affecting their own senses instead. The effects of an ordinary success are applied to the Contract holder, distraction penalty included.
Failure: The Contract fails to activate. It cannot be used on the same target again for the next 24 hours.
Success: When activated, the changeling specifies one of the target's senses to bind to Color. This binding lasts a single scene, and while it is in place, the target experiences colors every time that sense is used. The exact colors are consistent for the target (a particular pitch/flavour/scent/sensation will always be the same color), but the Contract holder cannot specify what these colors will be. This causes a -3 distraction penalty to all rolls for the scene as the target tries to understand and accommodate for their new perception. Only one sense may be bound per target per scene.
Exceptional Success: As with an ordinary success, but the change is so disturbingly intense that targets at Clarity 7 or higher must roll to avoid the risk of Clarity loss (level 7 standard penalty).

Color Leech

What is a world without color, without the definition of edges we take for granted? What would happen if ink fled the page, if shadow's greys dissolved? This contract answers that question, and the answer is invisibility.

Cost: 2 Glamour
Dice Pool: Wyrd + Persuasion
Action: Instant
Catch: The changeling must erase/destroy an important physical record of their mortal life while activating the Contract. Examples: Birth certificate, beloved childhood art project, marriage license, military dog tags.

Dramatic Failure: The changeling's ability to perceive colour is damaged in the backlash of the Contract's failure, causing a -2 visual Perception penalty for the remainder of the scene. Colors blur, edges are indistinct, and small details are impossible to differentiate.
Failure: The Contract fails to activate.
Success: The changeling causes an object (or handful of small objects) Size 5 or less to become invisible by draining it of all color. Invisibility lasts for a single scene. If the object contains other items, the items are invisible until they are drawn out of the container.
Exceptional Success: As with ordinary success, but the invisibility can affect living things as well as objects. The effect cannot apply to the Contract holder. Example: a changeling wants to sneak into a building with his dog Hedgebeast Companion. He gets an exceptional success, so the dog is invisible (but not inaudible). To be invisible himself, he must use Smoke 5 or a similar ability.

Contracts of Misdeed

SUN/MOON COURT AFFINITY - Non-Affinity to all other Courts.

This Contract was created for Fate's Harvest. All text was written by Annapurna and Rainier. If you like it and want to snag it to use elsewhere, credit us and be shiny.


The Courts of the Sun and Moon are not as popular here in the west, but their history lives on in the echoes of immigrants from eastern Europe seeking a more righteous, or, a more liberated future in the New World.

It is fitting that, as two faces of the same ideal, the duality should share a Contract devoted to furthering their own purposes.

If you are a member of the Sun or Moon Court, you have access to your Court's variant whether or not it is day or night.

The Contract is non-affinity to non-members. If used during the day by a non-member, the shame variant manifests. If used during the night, the disgust variant manifests. Non-members may use the opposite variant off-hours by spending an extra point of Glamour on activation of the clause.

While the Moon Court takes a more laissez-faire attitude toward those with Goodwill using the sunny side of shame, the Sun Court does not share their easy acceptance. NOT spending the extra point of Glamour will be considered a mark against those who would seek the Sun's blessing.

Discerning Eye

"To err is human; to forgive, divine." Alexander Pope may or may not have the truth of it, but it's a surety that time and again, people screw up, and sometimes, they behave so poorly that it's well worth knowing just what they did, or what they'll react to if YOU do it. For your own far more noble endeavors...

Prerequisite: Mantle (SUN/MOON) 1 or Court Goodwill (SUN/MOON) 2

Cost: 1 Glamour
Dice Pool: Wyrd + Empathy
Action: Instant
Catch: The target recognizes you as an authority figure over them.

Dramatic Failure: SUN/MOON: The changeling receives an incorrect shame/disgust, and believes it to be true.
Failure: SUN/MOON: The character cannot discern any shames/disgusts.
Success: SUN: You discern one of your target's secret shames. MOON: You discern one thing which utterly disgusts your target. Contract does nothing if the target feels no shame for past deeds/holds nothing in disgust.
Exceptional Success: SUN/MOON: You discern two shames/disgusts, or learn that there are none, respectively.

Suggested Modifiers: the target is feeling guilty (+1); you have never met the target before (-1)

The Guiding Hand

If someone's behavior isn't quite aligned with your goals, it's only to their benefit, clearly, that you should give them a nudge in the right direction. This clause can only be used while you are actively attempting to persuade someone toward/against a particular action, belief or similar line of behavior.

Prerequisite: Prerequisite: Mantle (SUN/MOON) 1 or Court Goodwill (SUN/MOON) 3

Cost: 1 Glamour
Dice Pool: Wyrd + Manipulation
Action: Instant
Catch: The changeling has knowingly given someone else that person's favorite food, or has personally eaten something which revolts her within the last hour.

Dramatic Failure: SUN/MOON: The clause backfires, and the target gains a supernatural bolstering of their own beliefs, receiving a +2 on their own roll to contest the changeling's next attempt at persuasion.
Failure: SUN/MOON: The clause has no effect.
Success: SUN: The target feels supernaturally induced shame for not behaving as the changeling indicates is "right" to do. MOON: The target feels supernaturally induced disgust toward what the changeling specifies upon activating this clause.
In both cases, the changeling gains a +2 to the next Persuasion roll relating to the targeted behavior. The object of shame or disgust must be relatively specific. "Existing" would not be a permissible source of shame or disgust. "Being late to work" or "dogs whose faces look like they were cartoonishly squashed against hard objects" would.
Exceptional Success: SUN/MOON: The +2 bonus applies for the remainder of the scene, but only to Persuasion rolls specifically toward that topic.

Suggested Modifiers: the changeling has succeeded at a contested Persuasion roll with the target within the last half hour (+1); the changeling has failed at the above within the last half hour (-1)

True Of Heart

The Forked Path

And In The Darkness, Light

Contracts of Wind

Fleeting Grace

Whispers On The Wind

Windswept Stones

Defender's Bellows

On Zephyrs' Wings