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 Entropy Contract

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Avy
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Join date : 2016-06-27

PostSubject: Entropy Contract   Mon Jun 27, 2016 11:43 pm

These Contracts are derived from the pacts the Court founders made with their respective seasons. Each Court has two associated Contracts, the Fleeting Season Contract (associated with emotions) and the Eternal Season Contract (associated with more physical aspects of that season).

Court Contracts also have prerequisites that a character have the right Court's Mantle at a rating equal to one less than the rating of the clause. When a clause has a required Mantle rating, characters from other Courts may substitute the appropriate Court Goodwill rating at two dots higher. Anyone may learn a Court Contract's one-dot clauses -- they are teasers, and they occasionally draw new members to a Court.

If a character's Mantle or Court Goodwill ratings change (most likely because the character has changed Courts), the character will find it harder to use his Contracts due to something similar to a no-compete clause. If a character's Mantle or Court Goodwill rating ever falls below the amount required for a particular clause, he must pay the difference in extra Glamour points every time he uses it. This extra cost cannot be circumvented in any way, even if the character is somehow able to use a catch or otherwise reduce the cost of the clause. In addition, the clause can no longer generate an exceptional success result even if the player rolls exceptionally well, the extra successes are still counted but the result is treated as equivalent to a regular success and receives no additional benefits.

Repeated use of a clause without meeting the Mantle or Court Goodwill prerequisites nettles the appropriate Court. If a character uses a clause that he is no longer "entitled to" within the sight of a member of the appropriate Court, the Court becomes wroth with him. He can no longer gain any bonus Social dice from appropriate Merits when dealing with members of that Court, until he has somehow regained their favor (usually by accomplishing some difficult task for the Court's benefit).

The end is predestined; it is only our path between here and there which we have any control over. All things will fail in the end; we can only shine as brightly as we can before the night envelops us entirely. This is the basis of the Dusk Court's philosophy, and the bargains they've struck with Entropy reflect this fatalistic belief. Because the Dusk Court believes that the truth behind their fatalism affects all Lost, not only those of their own Court (and because they believe that the Fate of all Lost is to eventually come to realize the truth in their philosophy), no Court Goodwill for Dusk is required to purchase the Contracts of Entropy. Whatever pact was struck with Entropy, apparently it was a generous one. They are, however, considered non-affinity Contracts for any Lost who is not a part of the Dusk Court. Those with Dusk Court's Goodwill can also purchase them as affinity Contracts.


[ 1 ] Babel's Curse ( Dancers In The Dusk -- Page 141 )

Communication is based on a carefully crafted set of common understanding, symbolism and meaning. An utter breakdown of one's ability to give and share information is a devastating blow.

Cost: 1 Glamour

Dice Pool: Intelligence + Expression + Mantle (Dusk) - Resolve

Action: Instant

Catch: The changeling writes the target's name or commonly-used nickname on a piece of paper and tears it into tiny pieces.

Dramatic Failure: The Contract backfires, and the changeling suffers from the effects of Babel's Curse for the next 24 hours.

Failure: The Contract has no effect.

Success: The targeted individual is unable to communicate in any manner for a number of turns equal to the changeling's successes. This includes verbal, written, physical or supernatural means. It is not simply a matter of losing one's voice or forgetting how to write; the shared basis for communicating ideas breaks down for the target, leaving them able to speak words, write letters or use gestures, but not in such a way that they have any meaning for those around them. The most fundamental of communications: A shout of alarm, a cry of pain or a joyful laugh can be communicated. Anything more complex is scrambled until its meaning is lost entirely.

Exceptional Success: As with an ordinary success, however, for the duration of the Contract the targeted individual can also not understand any written, verbal, physical or supernatural communication more complex than the fundamentals expressed above, effectively shutting off communication entirely as long as the Contract is in effect.


[ 2 ] Sense The Inevitable Doom ( Dancers In The Dusk -- Page 141 )

The changeling invoking this clause is able to sense disaster headed his direction. His sheer certainty that something bad will without a doubt befall him becomes not paranoia, but a supernatural sensitivity to the many dooms lying in wait.

Cost: 1 Glamour

Dice Pool: Wits + Occult + Mantle (Dusk)

Action: Instant

Catch: The changeling has consumed at least a serving of caffeinated beverage within the last hour.

Dramatic Failure: The changeling's fatalism reaches paranoid levels, effectively undermining his ability to sense potential true danger. For the next 24 hours, all Perception rolls he makes suffer from a –2 penalty. This penalty is cumulative, if he suffers multiple instances of dramatic failure while making attempts to activate this Contract.

Failure: The changeling's senses are unaltered.

Success: The character's acceptance that bad things will happen to him gives him the ability to react to them faster when they do. After successfully activating this Contract, the changeling receives the benefit of the Danger Sense Merit for the scene. If he already possesses the Danger Sense Merit, the normal +2 modifier becomes +4 for the duration of the Contract. As well, when entering into an inherently dangerous situation with the Contract activated (even one which does not involve an impending ambush) the Lost experiences an uneasy feeling. The Contract gives no indication of the nature or source of the danger, but it does grow somewhat stronger should the Lost continue towards a dangerous Fate. This power is not specific enough to determine which wire is connected to a bomb and which is not, for example, but might be used to warn a changeling that opening or passing through a certain door is more dangerous than remaining in the room or going back the way he came.

Exceptional Success: As per a success, but the effects last for a 24-hour period.


[ 3 ] Gift Of The Skald ( Dancers In The Dusk -- Page 141 )

This clause allows the Dusk Court to share the strength gleaned from their acceptance of their Fate with those around them. It is often used as a recruiting tool to the Dusk Court, by those who believe that it is the ultimate Fate of all Lost to join the Glacial Axe. The Gift of the Skald bonus cannot be stacked with other applications of the same Contract. Any individual may only be affected by one "application" of this Contract at any given time.

Cost: 1 Glamour per target (to a maximum of the changeling's Wyrd in targets) + 1 Willpower

Dice Pool: Presence + Persuasion + Mantle (Dusk) (vs. the target's Resolve + Wyrd, if they are actively resisting)

Action: Instant

Catch: The changeling is a member of the Dusk Court and proselytizes to the target(s) for a minimum of five minutes about the truth of the Dusk philosophy.

Dramatic Failure: The changeling suffers a -2 penalty to all Resistance-based rolls for the next 24 hours.

Failure: The Contract fails to have any effect.

Success: For a number of turns equal to the changeling's successes, each target receives a +2 bonus to all Resistance rolls made.

Exceptional Success: As with a normal success, but the targets' bonuses last for 24 hours.

Suggested Modifiers: At least half the targeted group is Dusk Court (+1); The changeling has bested at least one of the target group in combat within the last 24 hours (+1).


[ 4 ] Hero's Stand ( Dancers In The Dusk -- Page 142 )

Using this clause allows the changeling to draw a proverbial line in the sand and declare a formal duel against any single enemy or foe within earshot of him. While this challenge does not force the enemy to engage him in battle, it gives the changeling strong bonuses when fighting his declared enemy, and curses the foe who would run rather than face him. The changeling indicates his target, challenging him in no uncertain terms. This can be visual (making an obscene gesture) or verbal (anything from yelling "Hey you!" to a formal declaration of challenge.) The target must be able to perceive the challenge (visually or audibly) but the Contract makes the nature of the challenging words or gesture immediately apparent.

Cost: 1 Glamour + 1 Willpower

Dice Pool: Resolve + Brawl or Weaponry + Mantle (Dusk) vs. Composure + Wyrd

Action: Instant Contested

Catch: The changeling is standing on something which marks off a small territory (no more than 5 foot by 5 foot). This can be as simple and temporary as a blanket thrown on the ground, or as elaborate or permanent as a formal Holmgang square or inlayed square of flooring. If the changeling uses this catch to activate the Contract, all effects of the Contract (bonuses and target's curse) end immediately if he steps (or is forced) outside of that marked ground.

Dramatic Failure: The changeling suffers a -2 penalty to all Brawl or Weaponry rolls for the next 24 hours, and the Glamour is wasted. The target is aware he has been challenged and may respond, but is under no ill effects if he does not.

Failure: The Contract fails to have any effect and the Glamour is wasted. The target is aware that he has been challenged and may respond, but is under no ill effects if he does not.

Success: For a number of turns equal to the changeling's successes, the changeling's Brawl or Weaponry (whichever was used in the challenge) is increased by a number of dots equal to the number of successes rolled, but only against the specified target. As well, should the targeted enemy attempt to flee or refuse to engage the changeling in combat, he is cursed with a -2 penalty to all Composure rolls for a number of turns equal to the changeling's number of successes.

Exceptional Success: As with a normal success, but the target's penalty curse lasts for 24 hours.

Suggested Modifiers: The changeling is wielding an axe (+1); The changeling and his target have already exchanged blows within the last 24 hours (+1); The target's allies in the immediate area outnumber the changeling's allies in the immediate area (+1 for each ally over to a maximum of +5); The changeling's allies in the immediate area outnumber the target's allies in the immediate area (-1 for each ally over to a maximum of -5).


[ 5 ] The Center Cannot Hold ( Dancers In The Dusk -- Page 142 )

Even Wyrd is not immune to the effects of entropy, and with sufficient effort a changeling may turn the Wyrd against itself, dispelling an active Contract. The targeting changeling must specify what Contract she are attempting to cancel. If the Contract is specifically cast on a target object or individual, she must specify the object or individual as well.

Cost: 2 Glamour

Dice Pool: Intelligence + Occult + Mantle (Dusk) - level of Contract

Action: Instant

Catch: The changeling herself possesses the Contract which she is targeting and has activated it within the last 24 hours.

Dramatic Failure: The attempt to nullify the Contract fails and some unpredictable but negative by-product befalls the changeling. This effect is left to the Storyteller's discretion. Options include (but are not limited to) having the changeling fall under the effects of the Contract she was attempting to dispel (mirroring the level and duration that it was originally activated at), a loss of half (rounded up) of her remaining Glamour, delivering lethal damage equal to the dot level of the Contract she was targeting, or bestowing a major derangement for a number of days equal to the dot level of the Contract she was targeting. Derangements gained in this way do trigger clarity checks at the appropriate level. Storytellers are encouraged to elaborate on cosmetic but neutral effects for this backlash of Wyrd, as well.

Failure: The changeling is unable to affect the targeted Contract. If the Contract is actively affecting someone else, the affected individual may make a Wyrd + Occult test to attempt to determine that someone was attempting to dispel the Contract. An exceptional success on this test allows them to identify the source of the attempt as well.

Success: The targeted Contract is nullified. If the Contract is actively affecting someone else, the affected individual may make a Wyrd + Occult test to determine that someone was attempting to dispel the Contract. An exceptional success on this test allows him to identify the source of the attempt as well.

Exceptional Success: The Contract is nullified, and none of the previously-mentioned tests can be made to determine where the dispelling came from. This does not stop others from assuming the Lost is guilty, if they are aware of her ability to cancel Contracts, nor does it protect her action from being sensed by other abilities or Contracts (such as Wyrd's Eye.)

Suggested Modifiers: The changeling has witnessed the specific Contract she is attempting to nullify being activated (+1); The changeling spends additional Glamour into her efforts (beyond the required 2, +1 modifier per extra Glamour spent up to a maximum of 3); The Lost who activated the targeted Contract is of a higher Wyrd than the changeling attempting to cancel it (-1 per level higher)
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