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 Eternal Summer Contract (Summer)

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Join date : 2016-06-27

PostSubject: Eternal Summer Contract (Summer)   Tue Jun 28, 2016 12:57 am

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).

These Contracts provide changelings with physical manifestations of Summer, including great heat and bright sun.


[ 1 ] Son Of The Hearth ( Changeling: The Lost -- Page 155 )

The character is comfortable in all temperatures, and may even heat a chamber with his power.

Prerequisite: None

Cost: 1 Glamour, or 1 Glamour + 1 Willpower (see below)

Dice Pool: Wyrd + Survival

Action: Instant

Catch: The character spits on a fading ember or spark.

Dramatic Failure: Rather than remaining comfortably warm, the character treats his surroundings as very hot or very cold (whichever is more appropriate) and may not activate this Contract again.

Failure: The character fails to keep out the cold or conquer the heat.

Success: The character heats himself or expels excess heat to avoid growing too hot. He remains at a personally comfortable temperature. If he spends a point of Willpower, he can keep an entire room at the same temperature (and thus avail his companions of the same warmth). The effects last for one hour.

Exceptional Success: The effects last for a full day. With the point of Willpower, the area around the character remains comfortably warm no matter what (i.e., heated air will not be lost when doors are opened).

Suggested Modifiers: Every 20 degrees below zero or above 120 degrees Fahrenheit (-1); The space to be heated is Size 10 (-1); The space to be heated is Size 20 (-2).


[ 2 ] Ulf's Heart ( Changeling: The Lost -- Page 155 )

The character shines the light of high Summer on his surroundings.

Prerequisite: Mantle (Summer) 1 or Court Goodwill (Summer) 3

Cost: 1 or 2 Glamour

Dice Pool: Strength + Occult + Mantle (Summer)

Action: Instant

Catch: It is within five minutes of midnight.

Dramatic Failure: The character becomes unable to see for five minutes.

Failure: No light appears.

Success: The character shines with a light as bright as the Summer noonday sun. The light illuminates an area 200 yards around the character and does not hinder his vision. It does significantly hinder any attempts at stealth the character may make. This is not true sunlight and cannot harm creatures susceptible to light (such as vampires), but it might frighten them. The light remains for the rest of the scene, but the character may spend two points of Glamour at activation to instead summon the light for a full hour.

Exceptional Success: The character may also dim the light at will for the Contract's duration, allowing at least the possibility of stealth.


[ 3 ] Noonday Grasp ( Changeling: The Lost -- Page 155 )

The character borrows some of Summer's immense strength to increase his own.

Prerequisite: Mantle (Summer) 2 or Court Goodwill (Summer) 4

Cost: 2 Glamour

Dice Pool: Stamina + Brawl + Mantle (Summer)

Action: Instant

Catch: The character eats a chunk of naturally formed ice.

Dramatic Failure: The character loses a dot of Strength for the rest of the scene.

Failure: The character fails to bolster his Strength.

Success: The character successfully increases his Strength by one point, plus one point for every three successes after the first (to a maximum of three points). Note that increased Strength may change other values, such as Speed. The increase lasts for the rest of the scene.

Exceptional Success: The character also increases his Stamina by one for the rest of the scene.

Suggested Modifiers: The sun is in the sky and clearly visible (+1); It is after dark (-1).


[ 4 ] Solstice Revelation ( Changeling: The Lost -- Page 156 )

Channeling the light of the sun at its most intense, the changeling reveals all that is hidden around him. Darkness and illusion can hide nothing from his gaze.

Prerequisite: Mantle (Summer) 3 or Court Goodwill (Summer) 5

Cost: 3 Glamour

Dice Pool: Presence + Occult + Mantle (Summer)

Action: Instant

Catch: The changeling is using the power within five minutes of noon.

Dramatic Failure: The improperly channeled energy of Summer sears the changeling rather than revealing what's hidden. The changeling takes one point of bashing damage, and receives a -2 dice penalty to any rolls involving vision for the remainder of the scene.

Failure: The power of the sun eludes the changeling.

Success: The character floods the area with light, up to a radius of 100 feet. Anywhere the light shines, the ability to hide or disguise oneself is reduced to a chance roll, and previously hidden or disguised characters must make a chance roll or lose their obfuscations. Those attempting to hide or disguise themselves with supernatural powers must make a Stealth + Wyrd roll (substituting Blood Potency, Primal Urge or similar Traits, if possessed) at -5 or lose the protection of those powers as well. Even the Mask flickers and weakens; anyone who could not normally see through the Mask may make a standard perception test to see the fae miens of any fae or tokens they look at. The light lasts for one turn per success, after which any characters may attempt to conceal themselves once more.

Exceptional Success: The revelatory light lasts for two turns per success, and the changeling may choose to dismiss it at will.


[ 5 ] The Lord's Dread Gaze ( Changeling: The Lost -- Page 156 )

Channeling the destructive power of the relentless Summer sun, the changeling sears his enemies with sunlight.

Prerequisite: Mantle (Summer) 4

Cost: 3 Glamour (+ 1 Willpower, optional)

Dice Pool: Dexterity + Athletics + Mantle (Summer) - subject's Defense

Action: Instant

Catch: The character's target is wearing or touching elemental gold.

Dramatic Failure: The character's blazing strike misses his target, and the character's lack of control causes him to strike something he had hoped not to harm.

Failure: The beam of sunlight misses its target but fades to harmlessness without doing other damage.

Success: A sunbeam heavy with potent Glamour lashes out from the changeling to strike his foe. It inflicts lethal points of damage equal to successes on the activation roll. If the changeling spends one point of Willpower, the damage is aggravated. Against creatures susceptible to sunlight, this attack may have additional affects (inflicting aggravated or additional damage, for example). The Ranges for this attack are 10/30/50 and inflict penalties as normal.

Exceptional Success: No special benefits other than a great deal of damage.
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