Saulot/Contracts of the Arcane

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Contracts of the Arcane

UNIVERSAL AFFINITY
      Mystery and wonder. These are the foundations of the unknown and preternatural. Inamba created this contract to better understand the world around him as seen through his Wyrd perspective after swearing himself to discover.

Mind Over Matter (•)

      Many Changelings flex their Wyrd for greater agility and might, but the users of this contract gain greater mental acuity.

      Cost: 1 Glamour
      Dice Pool: Wyrd + Intelligence
      Action: Reflexive
      Catch: Holding the ashes of a mustard seed in her mouth.

      Dramatic Failure: The Changeling's mind is warped. They receive -1 to their next Intelligence or Wits roll, and 1s remove successes (the weak trigger.)
      Failure: Her intellect remains the same.
      Success: The Changeling receives +1 to their next Intelligence or Wits roll.
      Exceptional Success: The roll receiving the bonus also receives 8-again.

      Suggested Modifiers:
      +1 She remains calm and there are no distractions.
      -1 The Changeling is in a distracting environment.
      -2 The Changeling is acting loud, brash, or violently (even in self-defense).

Wyrd Insights (••)

      The Wyrd bends and warps the reality Changeling's see by their own Clarity, but even that has loopholes if a Changeling is willing to see things from another angle.

      Cost: 2 Glamour
      Dice Pool: Wyrd + Wits v. Resolve + Wyrd
      Action: Instant
      Catch: Snorting the ashes of houndstongue.

      Dramatic Failure: The emotions they see are inverted, supernatural auras appear mundane and human, a human aura appears to be supernatural.
      Failure: Nothing happens.
      Success: While Wyrd Insights is active the changeling may see a target's aura unless they are obfuscating it in some way. If the target is hiding their aura it is contested via Resolve + Wyrd.
      Exceptional Success: Additional successes are their own benefit.

      Suggested Modifiers:
      +1 The changeling is currently sober.
      -1 The changeling is currently intoxicated.
      -2 The changeling is currently fighting.

Emotional Colors

Emotional Condition Colours
Afraid Orange
Aggressive Purple
Angry Bright Red
Bitter Brown
Calm Light Blue
Compassionate Pink
Conservative Lavender
Depressed Gray
Desirous/Lustful Deep Red
Distrustful Light Green
Envious Dark Greeen
Excited Violet
Generous Rose
Happy Vermillion
Hateful Black
Idealistic Yellow
Innocent White
Lovestruck Bright Blue
Obsessed Bright Green
Sad Silver
Spiritual Gold
Suspicious Dark Blue
Confused Mottled, shifting colours
Daydreaming Sharp, flickering colours
Frenzied Rapidly rippling colours
Psychotic Hypnotic, swirling colours

Supernatural Colors

Supernatural Changes Colours
Vampire Aura colors are pale
Shapeshifter Intensely vibrant aura
Mage Myriad sparkles in aura
Ghost Splotchy, intermittent aura
Spirit Milky green with sparkly bits
Changeling Rapidly changing colors; volatile (still subject to Mask's protection)
Sin-Eater Glimmering motes slowly drift through aura.
Purified Milky green with sparkly bits
Wardens Opalescent streaks through aura; opalescent ring around edges of aura
Lesser Immortals Opalescent streaks through aura; the older the more streaks
Possessed Colors shift and twist

Second Sight (•••)

      A Changeling's fae-touched eyes allow them to see things beneath the mask, but they are still blind to certain things. Power hidden beneath the surface, covert concepts without meaning.

      Cost: 3 Glamour
      Dice Pool: Wyrd + Occult - target's Composure (if resis)
      Action: Instant
      Catch: Painting a third eye on her forehead with the ashes of holly leaves.

      Dramatic Failure: The Changeling sees something that isn't there, and discovers things well outside the realm of what they may be looking at.
      Failure: She discovers nothing, and feels as if the object of her curiosity is mundane.
      Success: The Changeling may uncover the strengths, weaknesses, and relative concepts of an individual person or object. For each success they may ask for one advantage, currently active power or ability, or supernatural weakness of the subject.
      Exceptional Success: Additional successes are their own reward.

      Suggested Modifiers:
      +1 She has a general idea of what or who she's looking at.       -1 The Changeling is completely unaware of what she's trying to scrutinize.

Touch of the Past (••••)

      Magical things and places usually have a storied history. This clause allows a changeling to see a glimpse of that past, and potentially of a place's or purpose for being.

      Cost: 3 Glamour
      Dice Pool: Wyrd + Investigation
      Action: Instant
      Catch: Covering her hands in the ashes of buttercups.

      Dramatic Failure: The Changeling instead loses a piece of their own memory.
      Failure: The Changeling, at least for a moment, forgets what they are searching for.
      Success: For each success the Changeling receives a glimpse of an item's use or a place's history.
      Exceptional Success: The scene the Changeling sees is much more detailed, and they see more of it.

      Suggested Modifiers:
      +2 The Changeling knows the creator of the item or location.
      -2 The Changeling does not know the creator of the item or location.
      -1 The Changeling is in a distracting environment.


Door to Nowhere (•••••)

      The Door to Nowhere is a portal to one of the realms invisible crafted from experience. This doorway is in no way covert, and announce its presence in some way. Fog where it shouldn't be, a pillar of light, a surge of fire or electricity. These effects are purely illusory, but are obvious to anyone around regardless of the effect.

      Cost: 5 Glamour + 2 Willpower
      Dice Pool: Wyrd + Resolve
      Action: Extended, each roll takes 1 minute
      Catch: Drawing out a detailed door and threshold with the ashes from the tongues of adders.

      Dramatic Failure: Something from the other side comes through while the Changeling may not pass through the portal. Whatever it is that comes through is immediately hostile towards everything and everyone present.
      Failure: The portal fails, and the effort is wasted.
      Success: After achieving a total of twenty successes they create a gate to their chosen destination. This gate, however, isn't easily shut, and other entities may go in or out. The portal made by Door to Nowhere lasts for as many turns as the Changeling's Wyrd.
      Exceptional Success: The Changeling is refunded the Willpower spent.

      Suggested Modifiers:
      +3 Travelling to a familiar location.
      +2 Travelling to the Hedge.
      -2 Travelling to an unfamiliar location.
      -3 Travelling to the mortal world.
      -5 Travelling to the Tenemos.
      -5 Travelling to the Skein.
      -5 Travelling to the Spirit World.
      -5 Travelling to the Underworld.