Sun Court

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__NOTOC__
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These are the contracts of the Sun Court in the [[Second Chances]] campaign.
=Contract of Fleeting Day=
=Contract of Fleeting Day=
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The true faces of all things are revealed under the light of day. The righteous may walk proudly, while the wicked must hide lest they be shown for what they are. The Contract of Day manipulates guilt, shame, and virtuous things.
+
The true faces of all things are revealed under the light of day. The righteous may walk proudly, while the wicked must hide lest they be shown for what they are. The Contract of Day manipulates guilt, shame, and virtuous things. If the contract is invoked in line with the character's Virtue, the roll gets a +2 bonus.
-
===God’s Hands {{1dot}}===
+
==Illumination {{1dot}}==
{{Clause
{{Clause
|By touching someone, the character receives a vision of the most shameful act committed by that person.
|By touching someone, the character receives a vision of the most shameful act committed by that person.
|Prerequisites=None
|Prerequisites=None
|Cost=1 Glamour
|Cost=1 Glamour
-
|Dice Pool=Empathy + Wyrd
+
|Dice Pool=Empathy + Wyrd - subject's Composure
|Action=Instant
|Action=Instant
|Catch=The subject has already told the character about the immoral act.
|Catch=The subject has already told the character about the immoral act.
|Dramatic Failure=The character receives a false vision of events that never happened.
|Dramatic Failure=The character receives a false vision of events that never happened.
|Failure=The character does not have a vision.
|Failure=The character does not have a vision.
-
|Success=Upon touching the subject, the character receives a vision of the event surrounding the subject’s last degeneration check for the subject’s Morality trait. The vision consists of a series of vivid sensory images of the event, focusing on the most important details. The vision only lasts for several seconds, but provides the character with a general understanding of what transpired. If the subject has never made a degeneration check, the character sees the last action the subject has performed that could be considered a sin on the Morality table.
+
|Success=Upon touching the subject, the character receives a vision of the event surrounding the subject’s last degeneration check for the subject’s Morality trait. The vision consists of a series of vivid sensory images of the event, focusing on the most important details. The vision only lasts for several seconds, but provides the character with a general understanding of what transpired. If the subject has never made a degeneration check, the character sees the last time the subject indulged their Vice.
-
|Exceptional Success=In addition, the character gains an understanding of the degeneration check event prior to the last one, if such an event occurred.
+
|Exceptional Success=In addition, the character gains an understanding of the event prior to the last one, if such an event occurred.
}}
}}
 +
{|
 +
|+Suggested Modifiers
 +
| +1||The character has a pledge with the subject.
 +
|}
-
===Denying Temptation {{2dots}}===
+
==Confession {{2dots}}==
{{Clause
{{Clause
-
|The character can instill a subject with a basic sense of shame, denying him the pleasure of his Vice.
+
|The character gains strength by experiencing the shame of their revealed sins.
|Prerequisites=Mantle (Sun) {{1dot}} or Court Goodwill (Sun) {{3dots}}
|Prerequisites=Mantle (Sun) {{1dot}} or Court Goodwill (Sun) {{3dots}}
|Cost=1 Glamour
|Cost=1 Glamour
-
|Dice Pool=Manipulation + Persuasion + Mantle (Sun) vs. Composure + Wyrd
+
|Dice Pool=Resolve + Socialize + Mantle (Sun)
|Action=Instant
|Action=Instant
-
|Catch=The character wears a monk’s robe.
+
|Catch=The character is naked.
|Dramatic Failure=The character suddenly feels an overwhelming sense of shame, and is reluctant to interact with others. The character applies a -2 to all Social rolls for the rest of the scene.
|Dramatic Failure=The character suddenly feels an overwhelming sense of shame, and is reluctant to interact with others. The character applies a -2 to all Social rolls for the rest of the scene.
|Failure=The character fails to invoke the contract.
|Failure=The character fails to invoke the contract.
-
|Success=The subject is struck by feelings of shame & guilt whenever he gives in to his base desires. These feelings of regret overwhelm whatever sense of pleasure the subject may derive from such actions. As a result, the subject gains no Willpower from indulging his Vice. This clause lasts for a number of days equal to the number of successes.
+
|Success=Once per day, the character relates the last time they committed an act that forced a degeneration check or indulged their Vice to at least two other people. When it is over, they feel cleansed and regains a point of Willpower. They cannot relate the same incident twice.
-
|Exceptional Success=The subject is affected by this clause for a whole month.
+
|Exceptional Success=The character regains all their Willpower.
}}
}}
 +
{|
 +
|+Suggested Modifiers
 +
| +1||There are more than five witnesses.
 +
|-
 +
| +2||There are more than twenty witnesses.
 +
|-
 +
| +3||There are more than fifty witnesses.
 +
|}
-
===Angel on My Shoulder {{3dots}}===
+
==Conscience {{3dots}}==
{{Clause
{{Clause
-
|The character can plague a subject by a constant reminder of his shameful actions.
+
|The character forces someone to experience shame and guilt over their sins, denying them satisfaction from indulging their vices.
|Prerequisites=Mantle (Sun) {{2dots}} or Court Goodwill (Sun) {{4dots}}
|Prerequisites=Mantle (Sun) {{2dots}} or Court Goodwill (Sun) {{4dots}}
|Cost=2 Glamour
|Cost=2 Glamour
-
|Dice Pool=Presence + Intimidation + Mantle (Sun) – subject’s Resolve
+
|Dice Pool=Presence + Intimidation + Mantle (Moon) – subject’s Resolve
|Action=Instant
|Action=Instant
-
|Catch=The character wears a hoop made of gold around their head.
+
|Catch=The character and the subject share the same Vice.
-
|Dramatic Failure=The clause turns against the character, taking effect for the rest of the scene.
+
|Dramatic Failure=The clause turns against the character, taking effect until the next sunset.
|Failure=The character fails to invoke the contract.
|Failure=The character fails to invoke the contract.
-
|Success=The subject literally feels a twinge of guilt whenever he commits an immoral act (actions listed as Morality sins, refer to WOD rulebook p. 91). This twinge may manifest as a nervous tick when performing a physical task, or a distracting mental voice when performing a mental or social action. This taunting twinge causes a -2 penalty for action rolls made for immoral acts for the rest of the scene.
+
|Success=The subject is struck by feelings of shame and guilt whenever he gives in to his base desires. These feelings of regret overwhelm whatever sense of pleasure the subject may derive from such actions. As a result, the subject gains no Willpower from indulging his Vice. This clause lasts for a number of days equal to the number of successes.
-
|Exceptional Success=The same as above, except the twinge of guilt is followed by a shocking sensation inflicting one point of bashing damage.
+
|Exceptional Success=The subject is affected by this clause for a whole month.
}}
}}
-
===Champion of Virtue {{4dots}}===
+
==Repentance {{4dots}}==
{{Clause
{{Clause
-
|The character can channel the strength of his moral convictions into physical power.
+
|The character shines the light of day on the subject's sins, making them impossible to hide or deny.
|Prerequisites=Mantle (Sun) {{3dots}} or Court Goodwill (Sun) {{5dots}}
|Prerequisites=Mantle (Sun) {{3dots}} or Court Goodwill (Sun) {{5dots}}
-
|Cost=2 Glamour
+
|Cost=2 Glamour; add 1 Willpower to affect a supernatural subject
-
|Dice Pool=Stamina + Resolve + Mantle (Sun)
+
|Dice Pool=Presence + Persuasion + Mantle (Sun) - subject's Composure
|Action=Instant
|Action=Instant
-
|Catch=The character is defending a helpless maiden from danger.
+
|Catch=Both the character and the subject are in full sunlight.
-
|Dramatic Failure=The character loses a dot of Strength for the rest of the scene.
+
|Dramatic Failure=The clause affects the character instead.
|Failure=The character fails to invoke the contract.
|Failure=The character fails to invoke the contract.
-
|Success=The character increases his Strength by one dot, plus one dot for every two successes after the first (to a maximum of three points). The increased Strength may change other values, such as Speed. In addition, the character need not roll Stamina to remain conscious when his last wound box is marked with bashing damage. This clause lasts for the rest of the scene.
+
|Success=For the rest of the scene, the subject must truthfully answer any criminal or immoral act they are accused of by those present, overcome by shame for their actions. It also banishes any magic that conceals or disguises the subject.
-
|Exceptional Success=In addition, the character ignores all wound penalties for the rest of the scene.
+
|Exceptional Success=The subject must truthfully answer any question at all.
}}
}}
-
{|
 
-
|+Suggested Modifiers
 
-
| +1||The character is trying to stop a crime in progress.
 
-
|}
 
-
===The Sinner Repents {{5dots}}===
+
==Self-Loathing {{5dots}}==
{{Clause
{{Clause
-
|The character can compel a subject to seek forgiveness for his shameful acts. The character must first know what those shameful acts are before he can apply this clause to the subject.
+
|The character fills someone with such guilt and shame that they are crippled by self-loathing.
|Prerequisites=Mantle (Sun) {{4dots}}
|Prerequisites=Mantle (Sun) {{4dots}}
-
|Cost=3 Glamour + 1 Willpower
+
|Cost=3 Glamour
-
|Dice Pool=Presence + Persuasion + Mantle (Sun) vs. Composure + Wyrd
+
|Dice Pool=Manipulation + Empathy + Mantle (Sun) vs. Composure + Wyrd
-
|Action=Contested and Extended (subject’s Willpower in successes; one roll is made each turn); resistance is reflexive
+
|Action=Extended and Contested (subject’s Willpower in successes; each roll represents one minute of extolling the subject's flaws and faults); resistance is reflexive
-
|Catch=The character drinks an ounce of holy water from a church.
+
|Catch=The character reveals they know about some sin or shameful act that subject committed that they thought nobody knew about.
-
|Dramatic Failure=The clause backfires, affecting the character instead. The Storyteller chooses a shameful act for the character.
+
|Dramatic Failure=The clause backfires, affecting the character instead.
|Failure=The character rolls fewer or equal successes than the subject. The character makes no headway.
|Failure=The character rolls fewer or equal successes than the subject. The character makes no headway.
-
|Success=The character must choose a shameful act (Morality sin) that the subject has committed against someone. The character rolls more successes than the subject and makes headway. If the character reaches the required number of successes, the subject is overcome with guilt and feels the need to seek out the person harmed by his actions. In the case of multiple people, the Storyteller should choose the person most harmed by the subject’s actions. If the injured party is dead, the subject will seek out the party’s next of kin or a friend, whom ever is easiest to locate. If no such person can be found, the subject will seek out the closest figure of authority, such as a cop or priest. The subject will abandon his other responsibilities in order to pursue this task. Upon encountering the designated person face to face, the subject confesses his shameful actions to this person and will beg the person’s forgiveness. Upon hearing the person’s response of forgiveness, yes or no, the clause ends.
+
|Success=The subject becomes disgusted with themselves. For the duration of the scene, they are at -2 to all rolls and can't spend Willpower points to bolster any roll.
|Exceptional Success=The character rolls many more successes than the subject and makes great headway.
|Exceptional Success=The character rolls many more successes than the subject and makes great headway.
}}
}}
{|
{|
|+Suggested Modifiers
|+Suggested Modifiers
-
| +1||The character witnessed the shameful act firsthand.
+
| +1||The character knows the subject’s Vice.
 +
|-
 +
| +1||The subject has confessed to some wrongdoing or sin in the current scene.
|}
|}
-
==Contract of Eternal Day==
+
=Contract of Eternal Day=
-
Darkness slithers away to hide as dawn appears. The bright rays of the rising sun bid the world to rise from its slumber. The ugliness of yesterday falls into the shadows for a new day has begun. The Contract of Dawn manipulates light, especially the nature of sunlight.
+
Darkness slithers away to hide as dawn appears. The bright rays of the rising sun bid the world to rise from its slumber, banish darkness, and illuminate what was hidden in the veil of night. The ugliness of yesterday falls into the shadows for a new day has begun. The Contract of Dawn manipulates light, especially the nature of sunlight.
-
===The Rose Fingered Dawn {{1dot}}===
+
==Noon's Radiance {{1dot}}==
{{Clause
{{Clause
-
|The character can generate light from her hand, like a lantern.
+
|The character shines the light of day on her surroundings.
|Prerequisites=None
|Prerequisites=None
|Cost=1 Glamour
|Cost=1 Glamour
-
|Dice Pool=Wits + Wyrd
+
|Dice Pool=Presence + Occult + Mantle (Sun)
|Action=Instant
|Action=Instant
-
|Catch=The character has a drawing of the sun on the palm of her hand, or the character is a Bright One.
+
|Catch=The character is wearing a representation of the sun.
-
|Dramatic Failure=The character is blinded for 3 turns.
+
|Dramatic Failure=The character is unable to see for the rest of the scene.
|Failure=The character fails to invoke the contract.
|Failure=The character fails to invoke the contract.
-
|Success=The character generates a bright light from the palm of her left hand. The intensity of the light is similar to that of a small lantern, covering a 3 yard radius around the character. The clause lasts for one scene.
+
|Success=The character shines with a light equivalent to the noonday sun in a radius of 2 x Wyrd yards for the rest of the scene.
-
|Exceptional Success=The character can dim the light at will for the duration of the scene.
+
|Exceptional Success=The character can vary the intensity of the light at will.
}}
}}
-
===Rise and Shine {{2dots}}===
+
==Call of Helios {{2dots}}==
{{Clause
{{Clause
-
|Drawing on the strength of the morning sun, the character can cause all sleeping subjects that she can see, even those rendered unconscious from injury, to awaken and rise to their feet.
+
|The character brings the wakefulness of day to everyone they can see.
|Prerequisites=Mantle (Sun) {{1dot}} or Court Goodwill (Sun) {{3dots}}
|Prerequisites=Mantle (Sun) {{1dot}} or Court Goodwill (Sun) {{3dots}}
|Cost=1 Glamour
|Cost=1 Glamour
-
|Dice Pool=Manipulation + Intimidation + Mantle (Sun)
+
|Dice Pool=Manipulation + Medicine + Mantle (Sun) (vs. Resolve + Composure)
|Action=Instant (and Contested)
|Action=Instant (and Contested)
-
|Catch=The character crows like a rooster for at least one minute.
+
|Catch=The character woke this morning at dawn.
|Dramatic Failure=The character falls asleep.
|Dramatic Failure=The character falls asleep.
|Failure=The character fails to invoke the contract.
|Failure=The character fails to invoke the contract.
-
|Success=The character causes any sleeping subject she can see to suddenly wake up. If the subject was rendered unconscious by incapacitation, drugs, or fatigue, the subject does not have to make a Stamina check to remain awake for the duration of the clause. If the subject is kept asleep because of poison or some supernatural means, the character’s roll is contested. In the case of poison, the character’s is roll is contested by the Toxicity of the poison. In the case of supernatural powers, the character’s roll is contested by the creator’s Wyrd + Manipulation (substituting Blood Potency, Primal Urge, or other power trait). The poison or supernatural power ceases to affect the character for the duration of the clause. The clause lasts for the rest of the scene.
+
|Success=The character causes everyone within their line of sight to instantly awaken, even if they are unconscious or drugged. Lucid dreamers can resist with Resolve + Composure. Those who were unconscious because of drugs or damage will lose consciousness again after the scene is over.
-
|Exceptional Success=In addition, the subject gains one additional dot to Stamina for the rest of the scene.
+
|Exceptional Success=All those awakened are refreshed as if they got a full night's sleep and do not suffer penalties from fatigue until a further twenty-four hours has passed.
}}
}}
-
===Image on the Horizon {{3dots}}===
+
{|
 +
|+Suggested Modifiers
 +
| +1||It is daytime.
 +
|-
 +
| -1||It is nighttime.
 +
|}
 +
 
 +
==Light of Day {{3dots}}==
{{Clause
{{Clause
-
|The character can sculpt the light in an area to create an optical illusion of a particular object. Being a trick of light, the illusion looks completely real to all observers, but upon closer inspection, they will find that the object is completely intangible. The character may use the illusion to mask things smaller than it. However, the illusion is completely stationary, remaining in position where it was created.
+
|The character calls upon the light of day to reveal that which is hidden.
|Prerequisites=Mantle (Sun) {{2dots}} or Court Goodwill (Sun) {{4dots}}
|Prerequisites=Mantle (Sun) {{2dots}} or Court Goodwill (Sun) {{4dots}}
-
|Cost=3 Glamour
+
|Cost=2 Glamour
-
|Dice Pool=Intelligence + Crafts + Mantle (Sun)
+
|Dice Pool=Wits + Empathy + Mantle (Sun)
-
|Action=Extended (2+ successes, based on complexity & size of the object; each roll represents 1 minute of work)
+
|Action=Instant
-
|Catch=The character is holding a detailed model of the image created.
+
|Catch=
-
|Dramatic Failure=The light is uncooperative, burning the character’s hands. The character applies a -2 to all rolls involving manual dexterity for the rest of the scene.
+
|Dramatic Failure=The character is blinded by the light of day, suffering -2 to all actions for the rest of the scene.
-
|Failure=The character makes no progress.
+
|Failure=The character fails to invoke the clause.
-
|Success=The character makes progress towards creating the illusion. The number of successes required is equal to the object’s Size and rough complexity between 1 and 10. An object of complexity 1 is all one piece with no additional details, like an undecorated bowl. An object with numerous parts & fine details like a car or a globe would be a complexity 10 object. Objects with a simple design & a few unique touches, like a graffiti-stained brick wall weathered by age, may fall between complexities of 4 to 6. The illusion lasts for one scene.
+
|Success=For the rest of the scene, all those within the presence of the character suffer a penalty equal to half of their Wyrd (round up) to all Larceny, Subterfuge, and Stealth rolls.
-
|Exceptional Success=The character makes great progress towards creating the illusion.
+
|Exceptional Success=Any failures on rolls involving these skills are considered dramatic failures.
}}
}}
{|
{|
|+Suggested Modifiers
|+Suggested Modifiers
-
| -1||The illusion is created in a dimly-lit or moon-lit area.
+
| -1||It is night time
|-
|-
-
| +0||The illusion is created in a well-lit area.
+
| +2||In a sunlit area
|-
|-
-
| +1||The illusion is created in a sun-lit area.
+
| +1||In a well lit area
|}
|}
-
===Noon Day Brilliance {{4dots}}===
+
==Curse of Isis {{4dots}}==
{{Clause
{{Clause
-
|The character channels the power of the sun, creating a cascade of light that banishes the darkness.
+
|The character invokes the day to banish dark sorcery and illusions.
|Prerequisites=Mantle (Sun) {{3dots}} or Court Goodwill (Sun) {{5dots}}
|Prerequisites=Mantle (Sun) {{3dots}} or Court Goodwill (Sun) {{5dots}}
|Cost=3 Glamour
|Cost=3 Glamour
|Dice Pool=Presence + Occult + Mantle (Sun)
|Dice Pool=Presence + Occult + Mantle (Sun)
-
|Action=Instant
+
|Action=Extended (each success increases the radius by the character's Wyrd and represents one minute)
-
|Catch=The character is using this clause within five minutes of noon.
+
|Catch=The character is dressed all in white.
-
|Dramatic Failure=The character improperly channels the energy, blinding herself for one hour.
+
|Dramatic Failure=The character offends the powers of the day and suffers a -2 to all rolls to invoke Contracts for the rest of the scene.
-
|Failure=The character fails to gather the power.
+
|Failure=The character fails to invoke the contract.
-
|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 other power trait) at -5 or lose the protection of those powers as well. Even the Mask flickers & weakens; anyone who could not normally see through the Mask may make a standard perception check 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.
+
|Success=The character calls forth the day, causing a glowing radiance to fall upon an area, within which all Contracts active which were invoked by someone of equal or lesser Wyrd are instantly ended.
-
|Exceptional Success=The light lasts for two turns per success, and the character may choose to dismiss it at will.
+
|Exceptional Success=The Masks of all those within the area are suppressed for the duration of the scene.
}}
}}
 +
{|
 +
|+Suggested Modifiers
 +
| -2||During the night
 +
|}
-
===Touching the Sun {{5dots}}===
+
==Cloak of Ra {{5dots}}==
{{Clause
{{Clause
|The character can magnify the brilliance of her mantle, radiating an aura of sunlight.
|The character can magnify the brilliance of her mantle, radiating an aura of sunlight.
|Prerequisites=Mantle (Sun) {{4dots}}
|Prerequisites=Mantle (Sun) {{4dots}}
|Cost=3 Glamour
|Cost=3 Glamour
-
|Dice Pool=Wits + Survival + Mantle (Sun)
+
|Dice Pool=Strength + Survival + Mantle (Sun)
|Action=Instant
|Action=Instant
|Catch=The character has sunbathed for at least five hours the day the clause is used.
|Catch=The character has sunbathed for at least five hours the day the clause is used.
|Dramatic Failure=The clause goes haywire erupting in a brilliant flash before disappearing. The character suffers a painful sun burn, incurring one point of lethal damage.
|Dramatic Failure=The clause goes haywire erupting in a brilliant flash before disappearing. The character suffers a painful sun burn, incurring one point of lethal damage.
|Failure=The character fails to invoke the contract.
|Failure=The character fails to invoke the contract.
-
|Success=The character’s mantle expands & intensifies, becoming a nimbus of sunlight. The character can see normally through this nimbus, but anyone else caught within the intense light of the nimbus suffers a -3 penalty to rolls involving accuracy or sight. The nimbus extends from the character in a 2 yard radius, plus a number of yards equal to the character’s Wyrd. In addition, the character burns anyone by touch, and anyone or any object that touches her is burned just the same, causing lethal damage equal to her Wyrd. The character cannot combine this attack with any brawling or melee attack. The dice pool for the attack is Dexterity + Brawling + Wyrd. The clause lasts a number of turns equal to the successes rolled.
+
|Success=The character’s mantle expands and intensifies, becoming a nimbus of sunlight. The painful intensity of the light gives her an Armor bonus and the heat of it causes those who touch her to suffer Lethal damage. The amount for both of these is half of her Wyrd (rounded up).
-
|Exceptional Success=The clause lasts two turns per success or until the character decides to dismiss it.
+
|Exceptional Success=The cloak lasts for the entire scene or until the character wills it to end. Those within 2 x Wyrd yards of her take one level of Bashing damage per minute from the heat.
}}
}}

Latest revision as of 20:38, 8 January 2009

These are the contracts of the Sun Court in the Second Chances campaign.

Contract of Fleeting Day

The true faces of all things are revealed under the light of day. The righteous may walk proudly, while the wicked must hide lest they be shown for what they are. The Contract of Day manipulates guilt, shame, and virtuous things. If the contract is invoked in line with the character's Virtue, the roll gets a +2 bonus.

Illumination

By touching someone, the character receives a vision of the most shameful act committed by that person.

Prerequisites: None
Cost: 1 Glamour
Dice Pool: Empathy + Wyrd - subject's Composure
Action: Instant
Catch: The subject has already told the character about the immoral act.

Roll Results

Dramatic Failure: The character receives a false vision of events that never happened.
Failure: The character does not have a vision.
Success: Upon touching the subject, the character receives a vision of the event surrounding the subject’s last degeneration check for the subject’s Morality trait. The vision consists of a series of vivid sensory images of the event, focusing on the most important details. The vision only lasts for several seconds, but provides the character with a general understanding of what transpired. If the subject has never made a degeneration check, the character sees the last time the subject indulged their Vice.
Exceptional Success: In addition, the character gains an understanding of the event prior to the last one, if such an event occurred.

Suggested Modifiers
+1The character has a pledge with the subject.

Confession ••

The character gains strength by experiencing the shame of their revealed sins.

Prerequisites: Mantle (Sun) or Court Goodwill (Sun) •••
Cost: 1 Glamour
Dice Pool: Resolve + Socialize + Mantle (Sun)
Action: Instant
Catch: The character is naked.

Roll Results

Dramatic Failure: The character suddenly feels an overwhelming sense of shame, and is reluctant to interact with others. The character applies a -2 to all Social rolls for the rest of the scene.
Failure: The character fails to invoke the contract.
Success: Once per day, the character relates the last time they committed an act that forced a degeneration check or indulged their Vice to at least two other people. When it is over, they feel cleansed and regains a point of Willpower. They cannot relate the same incident twice.
Exceptional Success: The character regains all their Willpower.

Suggested Modifiers
+1There are more than five witnesses.
+2There are more than twenty witnesses.
+3There are more than fifty witnesses.

Conscience •••

The character forces someone to experience shame and guilt over their sins, denying them satisfaction from indulging their vices.

Prerequisites: Mantle (Sun) •• or Court Goodwill (Sun) ••••
Cost: 2 Glamour
Dice Pool: Presence + Intimidation + Mantle (Moon) – subject’s Resolve
Action: Instant
Catch: The character and the subject share the same Vice.

Roll Results

Dramatic Failure: The clause turns against the character, taking effect until the next sunset.
Failure: The character fails to invoke the contract.
Success: The subject is struck by feelings of shame and guilt whenever he gives in to his base desires. These feelings of regret overwhelm whatever sense of pleasure the subject may derive from such actions. As a result, the subject gains no Willpower from indulging his Vice. This clause lasts for a number of days equal to the number of successes.
Exceptional Success: The subject is affected by this clause for a whole month.

Repentance ••••

The character shines the light of day on the subject's sins, making them impossible to hide or deny.

Prerequisites: Mantle (Sun) ••• or Court Goodwill (Sun) •••••
Cost: 2 Glamour; add 1 Willpower to affect a supernatural subject
Dice Pool: Presence + Persuasion + Mantle (Sun) - subject's Composure
Action: Instant
Catch: Both the character and the subject are in full sunlight.

Roll Results

Dramatic Failure: The clause affects the character instead.
Failure: The character fails to invoke the contract.
Success: For the rest of the scene, the subject must truthfully answer any criminal or immoral act they are accused of by those present, overcome by shame for their actions. It also banishes any magic that conceals or disguises the subject.
Exceptional Success: The subject must truthfully answer any question at all.

Self-Loathing •••••

The character fills someone with such guilt and shame that they are crippled by self-loathing.

Prerequisites: Mantle (Sun) ••••
Cost: 3 Glamour
Dice Pool: Manipulation + Empathy + Mantle (Sun) vs. Composure + Wyrd
Action: Extended and Contested (subject’s Willpower in successes; each roll represents one minute of extolling the subject's flaws and faults); resistance is reflexive
Catch: The character reveals they know about some sin or shameful act that subject committed that they thought nobody knew about.

Roll Results

Dramatic Failure: The clause backfires, affecting the character instead.
Failure: The character rolls fewer or equal successes than the subject. The character makes no headway.
Success: The subject becomes disgusted with themselves. For the duration of the scene, they are at -2 to all rolls and can't spend Willpower points to bolster any roll.
Exceptional Success: The character rolls many more successes than the subject and makes great headway.

Suggested Modifiers
+1The character knows the subject’s Vice.
+1The subject has confessed to some wrongdoing or sin in the current scene.

Contract of Eternal Day

Darkness slithers away to hide as dawn appears. The bright rays of the rising sun bid the world to rise from its slumber, banish darkness, and illuminate what was hidden in the veil of night. The ugliness of yesterday falls into the shadows for a new day has begun. The Contract of Dawn manipulates light, especially the nature of sunlight.

Noon's Radiance

The character shines the light of day on her surroundings.

Prerequisites: None
Cost: 1 Glamour
Dice Pool: Presence + Occult + Mantle (Sun)
Action: Instant
Catch: The character is wearing a representation of the sun.

Roll Results

Dramatic Failure: The character is unable to see for the rest of the scene.
Failure: The character fails to invoke the contract.
Success: The character shines with a light equivalent to the noonday sun in a radius of 2 x Wyrd yards for the rest of the scene.
Exceptional Success: The character can vary the intensity of the light at will.

Call of Helios ••

The character brings the wakefulness of day to everyone they can see.

Prerequisites: Mantle (Sun) or Court Goodwill (Sun) •••
Cost: 1 Glamour
Dice Pool: Manipulation + Medicine + Mantle (Sun) (vs. Resolve + Composure)
Action: Instant (and Contested)
Catch: The character woke this morning at dawn.

Roll Results

Dramatic Failure: The character falls asleep.
Failure: The character fails to invoke the contract.
Success: The character causes everyone within their line of sight to instantly awaken, even if they are unconscious or drugged. Lucid dreamers can resist with Resolve + Composure. Those who were unconscious because of drugs or damage will lose consciousness again after the scene is over.
Exceptional Success: All those awakened are refreshed as if they got a full night's sleep and do not suffer penalties from fatigue until a further twenty-four hours has passed.

Suggested Modifiers
+1It is daytime.
-1It is nighttime.

Light of Day •••

The character calls upon the light of day to reveal that which is hidden.

Prerequisites: Mantle (Sun) •• or Court Goodwill (Sun) ••••
Cost: 2 Glamour
Dice Pool: Wits + Empathy + Mantle (Sun)
Action: Instant
Catch:

Roll Results

Dramatic Failure: The character is blinded by the light of day, suffering -2 to all actions for the rest of the scene.
Failure: The character fails to invoke the clause.
Success: For the rest of the scene, all those within the presence of the character suffer a penalty equal to half of their Wyrd (round up) to all Larceny, Subterfuge, and Stealth rolls.
Exceptional Success: Any failures on rolls involving these skills are considered dramatic failures.

Suggested Modifiers
-1It is night time
+2In a sunlit area
+1In a well lit area

Curse of Isis ••••

The character invokes the day to banish dark sorcery and illusions.

Prerequisites: Mantle (Sun) ••• or Court Goodwill (Sun) •••••
Cost: 3 Glamour
Dice Pool: Presence + Occult + Mantle (Sun)
Action: Extended (each success increases the radius by the character's Wyrd and represents one minute)
Catch: The character is dressed all in white.

Roll Results

Dramatic Failure: The character offends the powers of the day and suffers a -2 to all rolls to invoke Contracts for the rest of the scene.
Failure: The character fails to invoke the contract.
Success: The character calls forth the day, causing a glowing radiance to fall upon an area, within which all Contracts active which were invoked by someone of equal or lesser Wyrd are instantly ended.
Exceptional Success: The Masks of all those within the area are suppressed for the duration of the scene.

Suggested Modifiers
-2During the night

Cloak of Ra •••••

The character can magnify the brilliance of her mantle, radiating an aura of sunlight.

Prerequisites: Mantle (Sun) ••••
Cost: 3 Glamour
Dice Pool: Strength + Survival + Mantle (Sun)
Action: Instant
Catch: The character has sunbathed for at least five hours the day the clause is used.

Roll Results

Dramatic Failure: The clause goes haywire erupting in a brilliant flash before disappearing. The character suffers a painful sun burn, incurring one point of lethal damage.
Failure: The character fails to invoke the contract.
Success: The character’s mantle expands and intensifies, becoming a nimbus of sunlight. The painful intensity of the light gives her an Armor bonus and the heat of it causes those who touch her to suffer Lethal damage. The amount for both of these is half of her Wyrd (rounded up).
Exceptional Success: The cloak lasts for the entire scene or until the character wills it to end. Those within 2 x Wyrd yards of her take one level of Bashing damage per minute from the heat.

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