Difference between revisions of "Talk:Lux"

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(Contract of Ashes)
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==Contract of Ashes==
 
==Contract of Ashes==
  
Ashes are a symbol of death and sterility the world around. And while that is what people often commonly think of them, they are also used in folklore and myth for all sorts of transitional abilities. The act of becoming ash is a sacred act that symbolizes the transition of one form to another, and this transition releases power
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Ash is what is left over after a transformation takes place. Ash remembers the transformation, and has become something else in the process. The Contract of Ash is one that harnesses that memory of Transformation and uses it to affect the world, through the traditional folklore aspects of Fire, Death, and respect of the power that those things bring.
  
The Contract of Ashes is all about this release of power, and what can be done with it.
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Affinity: Dusk/Dawn Courts (Sun/Moon too? - all Transitional Courts?
 
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Affinity: Dusk/Dawn Courts
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Revision as of 18:10, 10 May 2018

Questionnaire

1. What was the Name of your Keeper, and do you know any of He/She/It's Titles?
2. What would you describe your Seeming and any Kiths you may fall into as?
3. What parts of your Mien are you most enamored/proud/intrigued/interested/terrified/excited/wary/dismissive of? (Please answer all that apply)
4. Do you recall any part of the Realm in which you were trapped?
5. What parts of your Keeper/Their Realm/Arcadia do you believe shaped your Mien?
6. Do you have an Entitlement, and how has it affected your Mien?
7. Have you noticed your mien changing as you become more connected to the Wyrd?
8. Any additional comments about your Mien/Keeper you would like to share.
9. Can we attach your name to this file?
10. OOC: If you are submitting this questionnaire to Lux in @mail, please include your mien description, as she would be taking copious notes on your appearance and request you to let your Mask return to normal if you have it strengthened. Thanks!


Contract of Ashes

Ash is what is left over after a transformation takes place. Ash remembers the transformation, and has become something else in the process. The Contract of Ash is one that harnesses that memory of Transformation and uses it to affect the world, through the traditional folklore aspects of Fire, Death, and respect of the power that those things bring.

Affinity: Dusk/Dawn Courts (Sun/Moon too? - all Transitional Courts?


Level 1

• Day to Night

The most obvious transition, the one from Day to Night, and Night to Day. As the sun rises and sets a number of things transition. Animals sleep or wake. Flowers change their orientation and prepare to receive their daily does of sun or prepare to weather a cold night without energy. Humans and animals have circadian rhythms that are affected by the transition of day to night and vice versa. This clause taps into that transition

Cost: 1 glamour
Dice Pool: Wyrd+Composure
Action: Instant
Catch: The changeling rubs ashes over their eyelids
Dramatic Failure: The changelings personal perception flips, the light in their eyes rapidly transitioning back and forth between day and night. This causes a -3 penalty to all actions for the remainder of the scene.
Failure: Nothing happens
Success: Using this clause tricks the immediate area (Wyrdx10 yards) in to believing it is becoming day or becoming night. Animals prepare for sleep or wake. Darkness or light floods the area. For about five minutes the world in the area of the contract believes Dawn or Dusk has come, and acts accordingly. Anything that is triggered by dawn or dusk is triggered as well. Vampires feel drowsy or feel they need to spend blood to wake. Werewolves look for the moon. Humans get sleepy.
Exceptional: The transition to dawn is so vivid and powerful that characters may make a Resolve+Composure roll at -3. If they succeed they regain a willpower point. The transition to dusk is so powerful that characters must make a Resolve+Composure roll at +3 or become drowsy and suffer a -2 to all actions for the duration of the clause. This is flipped for vampires.
Possible modifiers: -2 for High Noon or Witching Hour attempts, +2 for attempting to go to Dusk at Dawn or Dawn at Dusk.

Level 2

•• Burn the Prayer

Burning prayers is a very common way to send the message on. This clause allows the changeling to set a message for either a specific person or anyone to trigger when an area is entered. The message reveals itself then fades, the information delivered.

Cost: 1 Glamour
Dice Pool: Wyrd+Dexterity
Action:Instant
Catch: Burns a piece of paper with the message on it.
Dramatic Failure: The message will exist, but it will be warped, showing the exact opposite of the intended content. If the message warned of danger, it will now say the area is safe, for instance. Effect is up to the ST.
Failure: The message does not show
Success: The changeling can leave a message in the air that will reveal itself to a chosen target when they enter the area. The message can be anything that can be said in two lines or less. The target can be a specific as Joe Reed or as wide as 'The next time any changeling enters this area' and anything in between. Anyone without a Wryd score does not trigger this message, only those who have access to the Wyrd will see it.
Exceptional: The message will remain, able to trigger each time the condition is met, until the changeling dismisses it.

Level 3

••• Cover the Caul's Transition

Transitioning from Life to Death is a powerful transition - and perhaps the ultimate one. This clause alters the effect of how that transition was made, making it look like something other than what it was for a time.

Cost: 2 Glamour
Dice Pool: Wyrd+Expression
Action: Instant
Catch: The uses ash to paint the changes necessary on the body.
Dramatic: Any examiners that look at the body will reach conclusions that ultimately lead the changeling using the clause to be the cause of the targets death.
Failure: Nothing happens
Success: The changeling can alter a corpse to look as if it died in a different manner. The effect lasts for a week. It is good enough to fool medical examiners and forensic autopsy, as it is a manifestation of the Wyrd and Miens to produce the effect.
Exceptional: The success is permanent.

Level 4

•••• A Darkening Circle

Just as previous clauses have changed or brought forward other Transitions, this clause blocks it. This Clause seeks out the transition that various forms of magical and supernatural powers inflect upon reality, and blocks them from passing a line.

Cost: 3 Glamour
Dice Pool: Wyrd+Survival
Action: Instant
Catch: Use Ashes in a circle of the area to be warded
Dramatic: A warding circle forms, but it amplifies everything that passes through it, causing all supernatural effects to have a +2 modifier if the effect is targeted inside the circle.
Failure: The ward fails to form
Success: An area equal in radius up to Wyrd in Yards is protected from Supernatural effects crossing the boundary. It must be an actual physical circle of some kind - ash, salt, a metal ring set in the ground. This works both ways - effects can not go either way. The boundary extends infinitely up and infinitely down - it cannot be flown over or crossed under. Those inside the circle cannot sling spells to those outside it and vice versa. Any effect that is spread across distance is temporarily interrupted (Telepathy cannot reach those inside, bonds that alert another to the health of one inside the circle detect nothing, ect) Those effects resume as if nothing had happened when the circle drops.

Physical things, such as bullets or thrown weapons can cross the boundary without effect. Supernatural beings, including Fae-Touched, cannot cross the border or affect it. Pure Mortals can cross and affect the boundary at will. If the circle is broken by a mortal or by other means (earthquake, falling timbers, ect) the effect immediately drops. The ward lasts for a scene.

Exceptional: Up to Wyrdx2 in size


Level 5

••••• Ashes to Ashes, Dust to Dust

The ultimate transition is one that nature does every day. Liquid to Solid to Gas, and back, the states of physical elements is now at the fingertips of the changeling that uses this clause.

Cost: 2 Glamour + 1 Willpower
Dice Pool: Wyrd+Intelligence
Action: Instant
Catch:
Dramatic: Not only does the object refuse to change state, but other objects around it gain a fortitude against transformation as well. All attempts to change the state of any object within Wyrdx10 Yards have a -5 penalty to them for the next 24 hours.
Failure: The object refuses to change state.
Success: Change an amount of matter equal to Wyrd/2 in cubic meters to another physical state. Water can become Ice or Steam or the other way around. Steel can be melted or changed into a super hot gas. The effects of these gasses/liquids/solids are up to the ST. Only matter that has a melting point can become liquid or solid, only matter that has a boiling point can become gas or solid. The effect changes the element, and maintains it at that state for a number of turns equal to the casters Wyrd. Afterward, natural effects will return it to the state appropriate for its temperature.
Exceptional: Additional states such as Plasma or Non Newtonian state can be created from the object.