Moon Court

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__NOTOC__
__NOTOC__
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These are the contracts of the Moon Court in the [[Second Chances]] campaign.
=Contract of Fleeting Night=
=Contract of Fleeting Night=
-
Under the cover of night, the wicked feel free to cavort, the night predators hunt for blood, and the freakish & ugly make their rounds while the eyes of society are closed in sleep. The Contract of Night manipulates disgust, vice, and wicked things.
+
Under the cover of night, the wicked feel free to cavort, the night predators hunt for blood, and the freakish and ugly make their rounds while the eyes of society are closed in sleep. The Contract of Night manipulates disgust, vice, and wicked things. If the contract is invoked in line with the character's Vice, the roll gets a +2 bonus.
==Dark Secrets {{1dot}}==
==Dark Secrets {{1dot}}==
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|Dramatic Failure=The character suffers from a skewed version of the desired effect, gaining -2 to all Social rolls until the next sunrise from the disgust of those who interact with her.
|Dramatic Failure=The character suffers from a skewed version of the desired effect, gaining -2 to all Social rolls until the next sunrise from the disgust of those who interact with her.
|Failure=The character fails to invoke the clause.
|Failure=The character fails to invoke the clause.
-
|Success=For the rest of the scene, the character gets +2 to all Stealth, Persuasion, or Intimidation rolls involving getting people to ignore her, leave her alone, or do something quickly so she will leave.
+
|Success=For the rest of the scene, the character gets a bonus equal to half their Wyrd (rounded up) to all Stealth, Persuasion, or Intimidation rolls involving getting people to ignore her, leave her alone, or do something quickly so she will leave.
-
|Exceptional Success=The same as above, but the bonus is +4.
+
|Exceptional Success=All rolls also gain 9-again.
}}
}}
{|
{|
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==Pariah {{5dots}}==
==Pariah {{5dots}}==
{{Clause
{{Clause
-
|The character turns someone into a social pariah - an object of disgust, derision, and scorn - by extolling on their sins.
+
|The character turns someone into a social pariah - an object of disgust, derision, and scorn.
|Prerequisites=Mantle (Moon) 4
|Prerequisites=Mantle (Moon) 4
|Cost=3 Glamour
|Cost=3 Glamour
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=Contract of Eternal Night=
=Contract of Eternal Night=
-
At dusk, the darkness of night crawls out of the holes & crevices. Shadows grow longer & more abundant. The night encroaches to swallow up the light, and the beasts of night are roused. The Contract of Dusk manipulates darkness, shadows, & nocturnal creatures.
+
At dusk, darkness takes over and it becomes the time of monsters, magic, and illicit activities. This contract controls sleep, darkness, and magic.
-
==Owl’s Keen Eyes {{1dot}}==
+
==Eyes of the Nocturnal {{1dot}}==
{{Clause
{{Clause
-
|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.
+
|The character gains the eyes of a nocturnal creature, able to see with little light even over long distances.
|Prerequisites=None
|Prerequisites=None
|Cost=1 Glamour
|Cost=1 Glamour
-
|Dice Pool=None
+
|Dice Pool=Wits + Survival + Mantle (Moon)
|Action=Instant
|Action=Instant
-
|Catch=The character tucks a feather plucked from the head of an owl behind each ear.
+
|Catch=The character has not eaten during daylight hours for the last 24 hours.
 +
|Dramatic Failure=The character's vision is overcome by the night, giving them a -2 to all Perception rolls for the rest of the scene.
 +
|Failure=The character fails to invoke the contract.
 +
|Success=The subject gains the ability to see in the dark like a nocturnal animal for the rest of the scene. Perception rolls are not penalized by low light or darkness. However, they are penalized by -2 in the presence of bright light.
 +
|Exceptional Success=The subject is not penalized in the presence of bright light.
}}
}}
-
==Fear the Dark {{2dots}}==
+
==Song of Somnus {{2dots}}==
{{Clause
{{Clause
-
|The character can command the darkness to hinder his enemies, as if they were walking through a nightmare.
+
|The character coaxes the subject's body into thinking it is night so that they fall asleep.
|Prerequisites=Mantle (Moon) {{1dot}} or Court Goodwill (Moon) {{3dots}}
|Prerequisites=Mantle (Moon) {{1dot}} or Court Goodwill (Moon) {{3dots}}
-
|Cost=2 Glamour
+
|Cost=1 Glamour
-
|Dice Pool=Manipulation + Intimidation + Mantle (Moon)
+
|Dice Pool=Manipulation + Persuasion + Mantle (Moon) - subject's Resolve (highest)
-
|Action=Instant
+
|Action=Extended (one success needed per subject; each roll represents one turn)
-
|Catch=A child screams in terror at the sight of the character.
+
|Catch=The character lets a handful of sand slip through his fingers.
-
|Dramatic Failure=The darkness turns against the character, applying a -4 Speed penalty for the scene.
+
|Dramatic Failure=The character is overcome with a need to sleep and suffers a -2 penalty to all actions for the rest of the scene.
-
|Failure=The character fails to command the dark.
+
|Failure=The character fails to invoke the contract.
-
|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.
+
|Success=The subjects fall asleep. They can be awakened but they must make a Resolve + Composure roll to respond. Even if they do wake up, they are at a penalty equal to half the character's Wyrd (rounded up) to all actions for the rest of the scene from fatigue.  
-
|Exceptional Success=The same as above, increased successes result in increased results.
+
|Exceptional Success=The subjects cannot be awakened for the duration of the scene.
}}
}}
 +
{|
 +
|+Suggested Modifiers
 +
| +1||The subjects is already fatigued by lack of sleep.
 +
|-
 +
| -1||In a sunlit area
 +
|}
-
==Nocturnal Swarm {{3dots}}==
+
==Cloak of Night {{3dots}}==
{{Clause
{{Clause
-
|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.
+
|The character calls on night's ability to conceal illicit activities from prying eyes.
|Prerequisites=Mantle (Moon) {{2dots}} or Court Goodwill (Moon) {{4dots}}
|Prerequisites=Mantle (Moon) {{2dots}} or Court Goodwill (Moon) {{4dots}}
-
|Cost=3 Glamour
+
|Cost=2 Glamour
-
|Dice Pool=Wits + Animal Ken + Mantle (Moon)
+
|Dice Pool=Dexterity + Larceny + Mantle (Moon)
|Action=Instant
|Action=Instant
-
|Catch=The character consumes a live nocturnal insect harvested from the Hedge.
+
|Catch=The character is currently engaged in activities which are immoral or illegal.
-
|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.
+
|Dramatic Failure=The character is blinded by the darkness and suffers a -2 penalty to all actions for the remainder of the scene.
|Failure=The character fails to invoke the contract.
|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.
+
|Success=The character gains a bonus to Stealth, Larceny, and Subterfuge rolls equal to half their Wyrd (round up) for the rest of the scene. In addition, they suffer no untrained penalty for these skills.
-
|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.
+
|Exceptional Success=All rolls with these skills also gain 9-again.
}}
}}
{|
{|
|+Suggested Modifiers
|+Suggested Modifiers
 +
| +1||It is night time
 +
|-
| -2||In a sunlit area
| -2||In a sunlit area
|-
|-
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|}
|}
-
==Child of the Night {{4dots}}==
+
==Blessing of Thoth {{4dots}}==
{{Clause
{{Clause
-
|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.
+
|The character invokes the power of night to make magic easier and more powerful.
|Prerequisites=Mantle (Moon) {{3dots}} or Court Goodwill (Moon) {{5dots}}
|Prerequisites=Mantle (Moon) {{3dots}} or Court Goodwill (Moon) {{5dots}}
|Cost=3 Glamour
|Cost=3 Glamour
-
|Dice Pool=Composure + Occult + Mantle (Moon)
+
|Dice Pool=Presence + Occult + Mantle (Moon)
-
|Action=Instant
+
|Action=Extended (each success increases the radius by the character's Wyrd and represents one minute)
-
|Catch=The character swallows the blood of a bat.
+
|Catch=The character is dressed all in black.
-
|Dramatic Failure=The mishap occurs during the transformation. The character feels a sharp pain in his joints, and suffers two point of bashing damage.
+
|Dramatic Failure=The character offends the powers of the night and suffers a -2 to all rolls to invoke Contracts for the rest of the scene.
-
|Failure=The transformation does not take place.
+
|Failure=The character fails to invoke the contract.
-
|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.
+
|Success=The character calls forth the night, causing a shadowy pall to fall upon an area, within which all rolls to invoke Contracts are 9-again and no Glamour needs to be spent to activate tokens or gateways.  
-
|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.
+
|Exceptional Success=All Contracts cost one less Glamour to invoke (to a minimum of zero).
}}
}}
{|
{|
|+Suggested Modifiers
|+Suggested Modifiers
-
| -1||Day time
+
| -2||During the day
|-
|-
-
| +1||Night time
+
| -5||In direct sunlight
|}
|}
-
==Boogeyman’s Sidestep {{5dots}}==
+
==Night Walker {{5dots}}==
{{Clause
{{Clause
-
|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.
+
|The character has becoming a true denizen of the night and can walk through the shadows to reach her destination.
|Prerequisites=Mantle (Moon) {{4dots}}
|Prerequisites=Mantle (Moon) {{4dots}}
-
|Cost=3 or 6 Glamour
+
|Cost=3 Glamour (+1 Willpower if Reflexive)
|Dice Pool=Wits + Stealth + Mantle (Moon)
|Dice Pool=Wits + Stealth + Mantle (Moon)
|Action=Instant or Reflexive
|Action=Instant or Reflexive
-
|Catch=The character holds the eyes of a teddy bear, taken forcibly from a child.
+
|Catch=The character is fleeing punishment for some crime or indiscretion.  
-
|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.
+
|Dramatic Failure=The character emerges in the Hedge instead of her intended destination.
|Failure=The character fails to invoke the contract.
|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.
+
|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 her own shadow. The character does not need to know where exactly she is going, just the approximate distance and direction.
|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.
|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.
}}
}}

Latest revision as of 20:40, 8 January 2009

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

Contract of Fleeting Night

Under the cover of night, the wicked feel free to cavort, the night predators hunt for blood, and the freakish and ugly make their rounds while the eyes of society are closed in sleep. The Contract of Night manipulates disgust, vice, and wicked things. If the contract is invoked in line with the character's Vice, the roll gets a +2 bonus.

Dark Secrets

The character gains knowledge of the subject's disgusting and sinful urges.

Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wits + Wyrd – subject’s Composure
Action: Instant
Catch: The subject has confessed something they are ashamed of to the character.

Roll Results

Dramatic Failure: The character receives an erroneous impression, believing the subject has a sinful impulse they do not.
Failure: The character senses nothing.
Success: The character acquires knowledge of the subject's Vice.
Exceptional Success: The character has a vision of the last time the subject's Vice was fulfilled.

Suggested Modifiers
+1The character has a pledge with the subject.
-1The subject has Morality or Clarity 8.
-2The subject has Morality or Clarity 9.
-3The subject has Morality or Clarity 10.

Object of Disgust ••

The character makes themselves repugnant in the eyes of all who see them, who are uncomfortable with their presence and tend to ignore her or do whatever they can to remove themselves from her presence.

Prerequisites: Mantle (Moon) or Court Goodwill (Moon) •••
Cost: 1 Glamour
Dice Pool: Presence + Intimidation + Mantle (Moon)
Action: Instant
Catch: The character makes an obvious display of their Vice (show a breast for Lust, drinking from a bottle in a paper bag for Gluttony, etc).

Roll Results

Dramatic Failure: The character suffers from a skewed version of the desired effect, gaining -2 to all Social rolls until the next sunrise from the disgust of those who interact with her.
Failure: The character fails to invoke the clause.
Success: For the rest of the scene, the character gets a bonus equal to half their Wyrd (rounded up) to all Stealth, Persuasion, or Intimidation rolls involving getting people to ignore her, leave her alone, or do something quickly so she will leave.
Exceptional Success: All rolls also gain 9-again.

Suggested Modifiers
+1The character smells strongly of garbage, excrement, urine, or booze.

Dark Urges •••

The character represses the inhibitions and moral impulses of the subject under the cloak of night, making it easier for them to sin.

Prerequisites: Mantle (Moon) •• or Court Goodwill (Moon) ••••
Cost: 2 Glamour
Dice Pool: Manipulation + Persuasion + Mantle (Moon) – subject’s Resolve
Action: Instant
Catch: Both the character and the subject are in a darkness or shadows.

Roll Results

Dramatic Failure: The clause turns on the character, who can't regain Willpower from their Virtue until the next sunrise.
Failure: The character fails to invoke the contract.
Success: The character represses the subject's moral drives, making it so that they can't regain Willpower from their Virtue for one day per success gained. Also, if they are forced to make a degeneration roll during pursuit of their Vice, they regain all Willpower from it rather than just one.
Exceptional Success: The effect lasts a full lunar month.

Suggested Modifiers
-1The subject has Morality or Clarity 8.
-2The subject has Morality or Clarity 9.
-3The subject has Morality or Clarity 10.

Forbidden Fruit ••••

The character presents an opportunity to indulge the subject's Vice in the safe embrace of the night.

Prerequisites: Mantle (Moon) ••• or Court Goodwill (Moon) •••••
Cost: 2 Glamour; add 1 Willpower to affect a supernatural subject
Dice Pool: Manipulation + Empathy + Mantle (Moon) – subject’s Resolve
Action: Reflexive
Catch: The character shares the Vice of the subject.

Roll Results

Dramatic Failure: The character offends the subject and is at -2 to all Social rolls with them for the rest of the scene.
Failure: The character fails to affect the subject.
Success: This clause must be invoked when the character presents an opportunity for the subject to indulge their Vice. Presenting a feast to a glutton or the chance to steal something valuable to the greedy. The subject accepts the proposition and gives into their Vice on a success.
Exceptional Success: The subject binges, pursuing activity in accordance with their Vice until the next sunrise.

Suggested Modifiers
+1The character is actively taking part themselves (helping in the robbery, participating in the sex, eating the grand meal).
-1The subject has Morality or Clarity 8.
-2The subject has Morality or Clarity 9.
-3The subject has Morality or Clarity 10.

Pariah •••••

The character turns someone into a social pariah - an object of disgust, derision, and scorn.

Prerequisites: Mantle (Moon) 4
Cost: 3 Glamour
Dice Pool: Manipulation + Socialize + Mantle (Moon) vs. Composure + Wyrd
Action: Extended and Contested (one success for every five people present, each roll represents one minute of extolling the subject's flaws and faults)
Catch: The character reveals a previously unknown sin or shameful act by the subject.

Roll Results

Dramatic Failure: The clause backfires, affecting the character for one scene instead of the subject.
Failure: The character fails to invoke the desired effect.
Success: The subject becomes disgusting to all present, who look down at them and are reticent to listen to anything they have to say as well as believe anything bad said of them. For the duration of the scene, all Social rolls made by the subject are reduced to a chance die and any rolls anyone makes to convince the crowd of something bad about them gain the rote quality.
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.
-1The subject has Morality or Clarity 8.
-2The subject has Morality or Clarity 9.
-3The subject has Morality or Clarity 10.

Contract of Eternal Night

At dusk, darkness takes over and it becomes the time of monsters, magic, and illicit activities. This contract controls sleep, darkness, and magic.

Eyes of the Nocturnal

The character gains the eyes of a nocturnal creature, able to see with little light even over long distances.

Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wits + Survival + Mantle (Moon)
Action: Instant
Catch: The character has not eaten during daylight hours for the last 24 hours.

Roll Results

Dramatic Failure: The character's vision is overcome by the night, giving them a -2 to all Perception rolls for the rest of the scene.
Failure: The character fails to invoke the contract.
Success: The subject gains the ability to see in the dark like a nocturnal animal for the rest of the scene. Perception rolls are not penalized by low light or darkness. However, they are penalized by -2 in the presence of bright light.
Exceptional Success: The subject is not penalized in the presence of bright light.

Song of Somnus ••

The character coaxes the subject's body into thinking it is night so that they fall asleep.

Prerequisites: Mantle (Moon) or Court Goodwill (Moon) •••
Cost: 1 Glamour
Dice Pool: Manipulation + Persuasion + Mantle (Moon) - subject's Resolve (highest)
Action: Extended (one success needed per subject; each roll represents one turn)
Catch: The character lets a handful of sand slip through his fingers.

Roll Results

Dramatic Failure: The character is overcome with a need to sleep and suffers a -2 penalty to all actions for the rest of the scene.
Failure: The character fails to invoke the contract.
Success: The subjects fall asleep. They can be awakened but they must make a Resolve + Composure roll to respond. Even if they do wake up, they are at a penalty equal to half the character's Wyrd (rounded up) to all actions for the rest of the scene from fatigue.
Exceptional Success: The subjects cannot be awakened for the duration of the scene.

Suggested Modifiers
+1The subjects is already fatigued by lack of sleep.
-1In a sunlit area

Cloak of Night •••

The character calls on night's ability to conceal illicit activities from prying eyes.

Prerequisites: Mantle (Moon) •• or Court Goodwill (Moon) ••••
Cost: 2 Glamour
Dice Pool: Dexterity + Larceny + Mantle (Moon)
Action: Instant
Catch: The character is currently engaged in activities which are immoral or illegal.

Roll Results

Dramatic Failure: The character is blinded by the darkness and suffers a -2 penalty to all actions for the remainder of the scene.
Failure: The character fails to invoke the contract.
Success: The character gains a bonus to Stealth, Larceny, and Subterfuge rolls equal to half their Wyrd (round up) for the rest of the scene. In addition, they suffer no untrained penalty for these skills.
Exceptional Success: All rolls with these skills also gain 9-again.

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

Blessing of Thoth ••••

The character invokes the power of night to make magic easier and more powerful.

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

Roll Results

Dramatic Failure: The character offends the powers of the night 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 night, causing a shadowy pall to fall upon an area, within which all rolls to invoke Contracts are 9-again and no Glamour needs to be spent to activate tokens or gateways.
Exceptional Success: All Contracts cost one less Glamour to invoke (to a minimum of zero).

Suggested Modifiers
-2During the day
-5In direct sunlight

Night Walker •••••

The character has becoming a true denizen of the night and can walk through the shadows to reach her destination.

Prerequisites: Mantle (Moon) ••••
Cost: 3 Glamour (+1 Willpower if Reflexive)
Dice Pool: Wits + Stealth + Mantle (Moon)
Action: Instant or Reflexive
Catch: The character is fleeing punishment for some crime or indiscretion.

Roll Results

Dramatic Failure: The character emerges in the Hedge instead of her intended destination.
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 her own shadow. The character does not need to know where exactly she is going, just the approximate distance and direction.
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.

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