Difference between revisions of "User talk:DarkDeleria"

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===== < Approved 16 Nov 2011 [Wed] 11:01 AM by Venice > =====================
 
===== < Approved 16 Nov 2011 [Wed] 11:01 AM by Venice > =====================
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Naming
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This is a rare Art guarded jealously among the court seers and few commoner namers of the Crystal Circle. Rumor has it that entrants into the Crystal Circle are all taught the secrets of this Art upon their joining -- a rumor that august body has yet to deny or confirm. True Names hold the essence of Glamour, as well as the ability to control the soul of the being, if the namer is powerful enough. A powermongering seer could well control the flux of power within a court by injudicious use of the Naming Art. There have been a few who tried, like the infamous Malachi Tadcaster. By altering the True Name of Baron Scheiro, he caused that lofty noble to be changed into a horse, which he rode into court. Not long after, three mysterious sisters calling themselves the Norns paid Malachi a visit. Malachi disappeared with them, and he has never been heard from again. It should also be noted that all written accounts of him have gradually faded as well, as though scribed on goblin parchment. His name remains in the spoken word alone, a caveat to injudicious name-users.
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The Naming Art will not work against someone who already knows your True Name. Your naming magic is useless if someone knows your name and you don't know hers.
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Beginning characters should not know the Naming Art, as it is rarely known to any but members of the Crystal Circle or high-ranking nobles.
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Attribute: Intelligence
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Seek 'n' Spell
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Use of this cantrip allows you to see the meaning behind any written text. You can read anything in any language, even tracts written with magical wards on them (although the magic of the ward will oppose the reader, as in the example under Weaver Ward). A new cantrip must be cast or each new tract read.
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The subject matter of the text determines the Realm that must be applied. A book of medieval weapons written in Latin, for example, can be ready by someone using the Prop Realm. A Fae using the Nature Realm could decipher a manuscript on the flora of South America.
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Changelings unsure if they have the appropriate Realm to use for this cantrip may make a Kenning + Perception roll (usually Difficulty 7, with higher penalties for Wards, etc.) to ken the general subject matter of the text.
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System: The number of successes indicate how much information is gained from reading the tract.
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1 success -- Vague understanding with few clear details.
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2 successes -- Fairly clear understanding of the tract with only a few details.
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3 successes -- Full understanding with all details coherent.
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4 successes -- Complete understanding, as well as divining the subtext or any hidden meanings behind the text (any coded information is also revealed).
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5 successes -- As above, and you can ask up to three questions about the author of the text.
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Type: Chimerical
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Rune
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Rune unleashes the abstract mystical power behind the symbols known as runes. You inscribe a symbol on the object you wish to enchant, in addition to the chosen Bunk. This cantrip is an enhancement to other cantrips or actions. For example: Roderic the troll wishes to use Rune to enhance the successes of attacking with his battle-axe. He inscribes the appropriate rune on the axe, acts out the Bunk, and gains three successes from the cantrip. Roderic now has three additional successes on his axe-swing. However, the character must gain at least one success in whatever he is attempting to do before these successes are added -- this cantrip does not provide an automatic success. The effect of the cantrip lasts for one turn (the cantrip is used up, even if the axe-swing missed).
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System: The Realm determines the target of the cantrip. The successes are added onto any successes gained when taking another action. The effect lasts one turn.
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Type: Chimerical
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Runic Circle
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This cantrip inscribes a protective circle around the target or on a charm that can be carried. The circle acts as an invisible buffer that protects against supernatural forces. In addition to the Bunk, you must inscribe a runic circle on either the floor or an object (usually taking a full turn).
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System: The realm determines where the cantrip is cast. Each Realm has its own advantages and disadvantages, thus while a Runic Circle case in conjunction with Scene may protect more people, it is not mobile as one cast on a Prop would be. A Prop may be stolen or dropped, though, unlike a Circle cast on a person by using Actor -- the possibilities are endless.
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The number of successes determines the protective strength of the circle, which will protect the user as long as she does not leave the circle or drop the charm.
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1 success -- Protection against all Arts up to level one.
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2 successes -- Protection against all Arts up to level two/all Sphere magick up to level one.
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3 successes -- Protection against all Arts up to level three/Sphere magick up to level two/all other supernatural abilities (Gifts, Disciplines, etc.) up to level one.
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4 successes -- Protection against all Arts up to level four/Sphere magick up to level three/ all other abilities up to level two.
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5 successes -- Protection against all Arts up to level five/Sphere magick up to level four/all other abilities up to level three.
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Type: Chimerical
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Saining
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(Player's Guide, pg. 173)
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Use of this cantrip allows the namer to find the True Name of the target. This cantrip is most often used in the Saining ritual of a newly awakened kith, but it has other, more nefarious uses. All things have a True Name, even a television or a car. Changelings who possess this ability can learn the True Name of anything the use this cantrip upon, thus giving them some control over the object or person, especially if they possess the highest level of this Art, Reweaving.
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To find out how many letters are in a name, roll 2d10.
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Result (2d10) # of Letters
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2         3
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3-5         4
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7-9         6
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10-13         7
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14-18         8
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19-20         12
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System: The realm determines who or what is affected. The number of successes determines how many runes in a name are known. A name cannot be used until all of the letters are known.
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1 success -- 1 letter
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2 successes -- 2 letters
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3 successes -- 4 letters
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4 successes -- 5 letters
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5 successes -- 7 letters
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Type: Chimerical
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Reweaving
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By switching key runes in a target's True Name, the namer can fundamentally (and permanently) change the basic nature of the target. Seelie could become Unseelie, Legacies could be changed, etc. Note that the user of this cantrip cannot make a target do something impossible (i.e., a sluagh could be made into an elegant courtier, but still unable to speak above a whisper). The True Name of the target must be known before casting this cantrip.
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This cantrip can be used to affect objects as well as people. While generally only a person's personality is changed by the use of this cantrip, objects can be literally transformed: a common stone may be transformed into a flower or a fish transformed into sand. Even places can be changed through the use of this awesome power.
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System: The realm determines who or what is affected. The number of successes describes how drastic a change has been effected in the target.
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1 success -- Minor change; tastes or habits. Stop a target from chewing gum, or make a room less drafty. Change the color of a room from red to green.
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2 successes -- Moderate change; interests or moods. A raging tiger rolls over like a kitten, or a computer geek's interest shifts to something more worthy (like roleplaying). Make a pleasant, sunny room more gloomy and filled with foreboding.
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3 successes -- Major change; inner nature. Switch Courts, or get a gun to decide that its true calling is a paperweight, not a weapon. Turn a bank into a Communist collective.
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4 successes -- Total change; true calling. Change Legacies to that of your choice, or cause gunpowder to be edible. Turn a church into a bowling alley.
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5 successes -- Complete change; spiritual Twister. Cause vampires to embark on Golconda, or simply gain Faith. Switch stats on character sheets between Social and Mental Attributes. Change wraiths to specters. Turn the White House into a public lavatory.
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Type: Chimerical or Wyrd
 
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Revision as of 20:49, 1 August 2017


Master XP Chart
This page aims at including every XP cost in the game, whether or not we use the material in question. If it's italicized, that means it's not available for PCs.

Spectral Harvest

Cost: •••
Prerequisites: Wyrd 3, Occult 2, Empathy 2, ability to see, sense, communicate with the dead (Kith/Contract)
Effect: This merit allows a Changeling to siphon Glamour from a ghost the same way they can a living human being. To do so, the Changeling must locate the ghost's Anchor in the material world and through a warping of the Wyrd they are able to consume the emotion tied to that Anchor. The same benefits for Court apply to the Anchor based on ST referral. An Anchor tied to sorrow and sadness for a ghost would, of course, grant a Winter +1 to the Harvest total. The ghost of a serial killer attached to a knife, for example, could suit Autumn or even possibly Summer.

The ghost feels incredible pain when the act is done, as Essence is torn from their body that is similar to a Changeling being beaten with cold iron. This does not do any damage to the ghost's Essence.

While in the Underworld, the Changeling can use this on a ghost directly, since ghost's there no longer have Anchors in the physical world. They also get a +1 to these Harvesting rolls.
Drawback: Devouring ghosts energy and emotions carries with it great risk. Not all ghost are pushovers and many will materialize to attack the intruder, fearing their Anchor is at risk of being destroyed. Which could quickly cause the Changeling to have some notoriety amongst local ghosts who are able to communicate with one another. Some Changeling's cannot hide their spectral appetite and their Mien starts to take qualities of death. Paler skin, sunken in or blackened eyes. Further, Changelings find it difficult to Harvest human emotions, which now impose a -1 penalty to Harvest rolls regarding humans.
Author: Aaron @ Fallcoast

Contract of Dread

Affinifty: Darkling kith.

Owl’s Keen Eyes •

The character gains the eyes of a nocturnal creature, able to see with little light even over long distances. This clause enables the character to use low-light vision, just as a nocturnal animal. The character’s visual range remains the same even in darkened conditions, such as dim light or moonlight. The character does not receive penalties for operating in poor lighting conditions or darkness. This clause lasts for one scene.

Prerequisites: None
Cost: 1 Glamour
Dice Pool: None
Action: Instant
Catch: The character tucks a feather plucked from the head of an owl behind each ear.


Fear the Dark ••

The character can command the darkness to hinder his enemies, as if they were walking through a nightmare.

Cost: 2 Glamour
Dice Pool: Intimidation + Wyrd
Action: Instant
Catch: A child screams in terror at the sight of the character.
Dramatic Failure: The darkness turns against the character, applying a -4 Speed penalty for the scene.
Failure: The character fails to command the dark.
Success: For each success rolled, the subject of the clause suffers a -1 penalty to all rolls involving movement (running, jumping, climbing, etc.). The subject’s Speed is also decreased by -1 per success. The subject’s speed can be reduced no lower than 1. Shadows & darkness becomes substantial & viscous around the subject. The character feels as though he is moving underwater in darkness. This clause is only effective under moonlight or in total darkness. If the subject is standing in sunlight or within bright artificial light (street lamp, ceiling light, spotlight, etc.), the clause has no effect. The light must be a strong ambient light to dispel the effects of darkness. A candle is not bright enough, and a flashlight is too narrowly focused to be effective. This clause lasts for one scene.
Exceptional Success: The same as above, increased successes result in increased results.


Nocturnal Swarm •••

The character can summon a living cloud of darkness to descend upon his enemies, obscuring their senses and assaulting them like a plague of nocturnal insects.

Cost: 3 Glamour
Dice Pool: Animal Ken + Wyrd
Action: Instant
Catch: The character consumes a live nocturnal insect harvested from the Hedge.
Dramatic Failure: The character absorbs the darkness. The character feels a thousand crawling critters underneath his skin for the rest of the scene, imposing a -2 penalty to all action rolls.
Failure: The character fails to invoke the contract.
Success: A cloud of darkness emerges around the character, filling the air like a swarm of insects. The cloud extends in a roughly circular fashion, a 1 yard radius plus an additional number of yards equal to the character’s Wyrd. The cloud blots out the ambient light, applying a -2 concealment penalty to all characters inside the cloud or characters outside directing attacks into the cloud. In addition, subjects also feel a creepy tingling sensation all over their body, as though they were covered in cockroaches or other creepy crawlers. There are no tangible bugs in the cloud, but the sensation is certainly there. Subjects within the cloud must make a successful Composure check reflexively each turn before taking actions. Otherwise, they are too distracted by the bugs to do anything else. This clause lasts a number of turns equal to the number of successes rolled.
Exceptional Success: The intensity of the cloud is strengthened, actually scraping & stinging the subject’s skin. A subject suffers 1 point of bashing damage per turn exposed to the cloud.


Child of the Night ••••

The character becomes an embodiment of the night, transforming into a swarm of small bats. This ability is typically used to inspire fear or as a means of escape.

Cost: 3 Glamour
Dice Pool: Occult + Wyrd
Action: Instant
Catch: The character swallows the blood of a bat.
Dramatic Failure: The mishap occurs during the transformation. The character feels a sharp pain in his joints, and suffers two point of bashing damage.
Failure: The transformation does not take place.
Success: The character’s breaks apart, transforming into dozens of rat-size bats. Though in a fragmented form, the swarm of bats is considered a single entity with a shared Health score equal to the character’s Health. The swarm moves together with a collective consciousness and cannot break off in many different directions. The character can still be damaged normally by attacks to the swarm. In this form, the character flies at his Speed +5 and can change formation to move as needed. The character can also see normally in the dark, applying no penalties for operating in dim lighting or darkness. However, because of the limitations of the bats’ size, the character cannot manipulate physical objects or cause any damage.
Exceptional Success: The character can fly at his Speed +10 and applies a +2 defense bonus. This defense bonus does not apply attacks that could conceivably damage many of the bats at once, such as an explosion.

Boogeyman’s Sidestep •••••

The character uses the connections of the Wyrd to reach through the darkness, stepping through a shadow in one location then instantly reappearing from a shadow in another location.

Cost: 3 or 6 Glamour
Dice Pool: Stealth + Wyrd
Action: Instant or Reflexive
Catch: The character holds the eyes of a teddy bear, taken forcibly from a child.
Dramatic Failure: The character finds himself transported into a scary & dangerous part of the Hedge. The character cannot use the contract again until a day has passed.
Failure: The character fails to invoke the contract.
Success: The character teleports from one location to another within a number of yards equal to the character’s Wyrd x 10. The shadows used must be large enough for the character to step into or fall through. The character cannot use his shadow. The character does not have to know where exactly he is going: only needing to decide on the approximate distance & direction he intends to go. Since the exact destination is somewhat random (at the Storyteller’s discretion), the character must accept the circumstances of where he appears.
Exceptional Success: The character appears at the most advantageous position in the direction chosen. The character must still appear from a shadow of sufficient size.
Trait XP Cost
General
Attribute New Dots x 5
Skill New Dots x 3
Skill Specialty 3
Merit New Dots x 2
Morality New Dots x 3
Willpower Replacement 8
Power Stat New Dots x 8
Changeling
Affinity Contract New Dots x 4
Non-Affinity Contract New Dots x 6
Wyrd New Dots x 8
Goblin Contracts Dots x 3
Token Limb New Dots x 3
Clarity Raise New Dots x 3