Difference between revisions of "Saulot/Contracts of Alembic"

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(Created page with "==Contracts of Spirit== '''UNIVERSAL AFFINITY'''<br> {{tab}}Description of Contract === Name === {{tab}}Description {{tab}}'''<span style="font-variant:small-caps; color:#5f...")
 
(Contracts of Spirit)
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==Contracts of Spirit==
+
==Contracts of Alembic==
 
'''UNIVERSAL AFFINITY'''<br>
 
'''UNIVERSAL AFFINITY'''<br>
{{tab}}Description of Contract
+
{{tab}}Thought to have been first forged somewhere in the Middle-East, where the Courts change with the passage of hours, the Contracts of the Alembic allow changelings to work wonders of alchemy that rely more on narrative convention than atomic law. Particularly popular among the wizened, these powers rely on use of a lab space, and reward some fairly erratic behaviour - as such, alchemists tend to work alone, in inhospitable but well-stocked laboratory-Hollows. This position does little to improve their sanity, perceived or otherwise.<br>
  
=== Name ===
+
{{tab}}Though these Contracts often refer to “potions” and similar terms, they have no bias in favour of liquid - or even edible - products. Balms and oils, pellets and powders, even incense and smokables are all valid ways in which the alchemist’s art can manifest itself.
{{tab}}Description
+
  
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Cost:</span>''' Words<br>
+
{{tab}}'''Universal Modifiers:''' All but the first of these clauses require the use of chemical equipment, whether modern distillation tanks or a home-made pestle and mortar, and apply equipment modifiers to the Contract's dice pool. Specialties in “Alchemy”, “Chemistry” or similar areas are always considered applicable to these activation rolls, regardless of the Skill they are associated with.<br>
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Dice Pool:</span>''' Wyrd + Thing<br>
+
 
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Action:</span>''' Instant Reflexive Extended<br>
+
{{tab}}Extended actions produced by these Contracts consist of a number of intervals no greater than the changeling's Science. These are distributed throughout the process according to the Storyteller's discretion. He can also add a +1 or +2 bonus by doubling or tripling the amount of time the process takes, taking especial care over his concoctions. Further extensions offer no benefit.
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Catch:</span>''' Words<br>
+
 
 +
=== Litmus Tongue===
 +
{{tab}}The changeling divines the entire chemical makeup of an object or substance with but a taste.
 +
 
 +
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Cost:</span>''' 1 Glamour<br>
 +
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Dice Pool:</span>''' Wyrd + Wits<br>
 +
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Action:</span>''' Instant<br>
 +
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Catch:</span>''' The Contract must be used to analyze something that is dangerous to the changeling when ingested. This offers no protection against the substance, and the applicability (or not) of this clause cannot be used to determine a substance’s safety ahead of time.<br>
  
 
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Dramatic Failure:</span>''' Words<br>
 
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Dramatic Failure:</span>''' Words<br>
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{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Failure:</span>''' Words<br>
 
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Failure:</span>''' Words<br>
 
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Success:</span>''' Words<br>
 
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Success:</span>''' Words<br>
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Exceptional Success:</span>''' Words
+
{{tab}}'''<span style="font-variant:small-caps; color:#5f87af">Exceptional Success:</span>''' Words<br>
 +
 
 +
Suggested Modifiers:<br>
 +
+1 The character swallows at least a full mouthful of the substance.<br>
 +
+1 The changeling is familiar with the substance’s fundamental ingredients.
  
 
=== Name ===
 
=== Name ===

Revision as of 14:32, 9 March 2019

Contracts of Alembic

UNIVERSAL AFFINITY
      Thought to have been first forged somewhere in the Middle-East, where the Courts change with the passage of hours, the Contracts of the Alembic allow changelings to work wonders of alchemy that rely more on narrative convention than atomic law. Particularly popular among the wizened, these powers rely on use of a lab space, and reward some fairly erratic behaviour - as such, alchemists tend to work alone, in inhospitable but well-stocked laboratory-Hollows. This position does little to improve their sanity, perceived or otherwise.

      Though these Contracts often refer to “potions” and similar terms, they have no bias in favour of liquid - or even edible - products. Balms and oils, pellets and powders, even incense and smokables are all valid ways in which the alchemist’s art can manifest itself.

      Universal Modifiers: All but the first of these clauses require the use of chemical equipment, whether modern distillation tanks or a home-made pestle and mortar, and apply equipment modifiers to the Contract's dice pool. Specialties in “Alchemy”, “Chemistry” or similar areas are always considered applicable to these activation rolls, regardless of the Skill they are associated with.

      Extended actions produced by these Contracts consist of a number of intervals no greater than the changeling's Science. These are distributed throughout the process according to the Storyteller's discretion. He can also add a +1 or +2 bonus by doubling or tripling the amount of time the process takes, taking especial care over his concoctions. Further extensions offer no benefit.

Litmus Tongue

      The changeling divines the entire chemical makeup of an object or substance with but a taste.

      Cost: 1 Glamour
      Dice Pool: Wyrd + Wits
      Action: Instant
      Catch: The Contract must be used to analyze something that is dangerous to the changeling when ingested. This offers no protection against the substance, and the applicability (or not) of this clause cannot be used to determine a substance’s safety ahead of time.

      Dramatic Failure: Words
      Failure: Words
      Success: Words
      Exceptional Success: Words

Name

      Description

      Cost: Words
      Dice Pool: Wyrd + Thing
      Action: Instant Reflexive Extended
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Words
      Exceptional Success: Words

Name

      Description

      Cost: Words
      Dice Pool: Wyrd + Thing
      Action: Instant Reflexive Extended
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Words
      Exceptional Success: Words

Suggested Modifiers:
+1 The character swallows at least a full mouthful of the substance.
+1 The changeling is familiar with the substance’s fundamental ingredients.

Name

      Description

      Cost: Words
      Dice Pool: Wyrd + Thing
      Action: Instant Reflexive Extended
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Words
      Exceptional Success: Words

Name

      Description

      Cost: Words
      Dice Pool: Wyrd + Thing
      Action: Instant Reflexive Extended
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Words
      Exceptional Success: Words==Contracts of Spirit== UNIVERSAL AFFINITY
      Description of Contract

Name

      Description

      Cost: Words
      Dice Pool: Wyrd + Thing
      Action: Instant Reflexive Extended
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Words
      Exceptional Success: Words

Name

      Description

      Cost: Words
      Dice Pool: Wyrd + Thing
      Action: Instant Reflexive Extended
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Words
      Exceptional Success: Words

Name

      Description

      Cost: Words
      Dice Pool: Wyrd + Thing
      Action: Instant Reflexive Extended
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Words
      Exceptional Success: Words

Name

      Description

      Cost: Words
      Dice Pool: Wyrd + Thing
      Action: Instant Reflexive Extended
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Words
      Exceptional Success: Words

Name

      Description

      Cost: Words
      Dice Pool: Wyrd + Thing
      Action: Instant Reflexive Extended
      Catch: Words

      Dramatic Failure: Words
      Failure: Words
      Success: Words
      Exceptional Success: Words