Sun Court
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=Contract of Fleeting Day= | =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. | 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. |
Revision as of 05:21, 13 December 2008
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Contents |
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.
God’s Hands •
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
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 action the subject has performed that could be considered a sin on the Morality table.
Exceptional Success: In addition, the character gains an understanding of the degeneration check event prior to the last one, if such an event occurred.
Denying Temptation ••
The character can instill a subject with a basic sense of shame, denying him the pleasure of his Vice.
Prerequisites: Mantle (Sun) • or Court Goodwill (Sun) •••
Cost: 1 Glamour
Dice Pool: Manipulation + Persuasion + Mantle (Sun) vs. Composure + Wyrd
Action: Instant
Catch: The character wears a monk’s robe.
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: 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.
Exceptional Success: The subject is affected by this clause for a whole month.
Angel on My Shoulder •••
The character can plague a subject by a constant reminder of his shameful actions.
Prerequisites: Mantle (Sun) •• or Court Goodwill (Sun) ••••
Cost: 2 Glamour
Dice Pool: Presence + Intimidation + Mantle (Sun) – subject’s Resolve
Action: Instant
Catch: The character wears a hoop made of gold around their head.
Roll Results
Dramatic Failure: The clause turns against the character, taking effect for the rest of the scene.
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.
Exceptional Success: The same as above, except the twinge of guilt is followed by a shocking sensation inflicting one point of bashing damage.
Champion of Virtue ••••
The character can channel the strength of his moral convictions into physical power.
Prerequisites: Mantle (Sun) ••• or Court Goodwill (Sun) •••••
Cost: 2 Glamour
Dice Pool: Stamina + Resolve + Mantle (Sun)
Action: Instant
Catch: The character is defending a helpless maiden from danger.
Roll Results
Dramatic Failure: The character loses a dot of Strength for the rest of the scene.
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.
Exceptional Success: In addition, the character ignores all wound penalties for the rest of the scene.
+1 | The character is trying to stop a crime in progress. |
The Sinner Repents •••••
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.
Prerequisites: Mantle (Sun) ••••
Cost: 3 Glamour + 1 Willpower
Dice Pool: Presence + Persuasion + Mantle (Sun) vs. Composure + Wyrd
Action: Contested and Extended (subject’s Willpower in successes; one roll is made each turn); resistance is reflexive
Catch: The character drinks an ounce of holy water from a church.
Roll Results
Dramatic Failure: The clause backfires, affecting the character instead. The Storyteller chooses a shameful act for the character.
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.
Exceptional Success: The character rolls many more successes than the subject and makes great headway.
+1 | The character witnessed the shameful act firsthand. |
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.
The Rose Fingered Dawn •
The character can generate light from her hand, like a lantern.
Prerequisites: None
Cost: 1 Glamour
Dice Pool: Wits + Wyrd
Action: Instant
Catch: The character has a drawing of the sun on the palm of her hand, or the character is a Bright One.
Roll Results
Dramatic Failure: The character is blinded for 3 turns.
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.
Exceptional Success: The character can dim the light at will for the duration of the scene.
Rise and Shine ••
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.
Prerequisites: Mantle (Sun) • or Court Goodwill (Sun) •••
Cost: 1 Glamour
Dice Pool: Manipulation + Intimidation + Mantle (Sun)
Action: Instant (and Contested)
Catch: The character crows like a rooster for at least one minute.
Roll Results
Dramatic Failure: The character falls asleep.
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.
Exceptional Success: In addition, the subject gains one additional dot to Stamina for the rest of the scene.
Image on the Horizon •••
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.
Prerequisites: Mantle (Sun) •• or Court Goodwill (Sun) ••••
Cost: 3 Glamour
Dice Pool: Intelligence + Crafts + Mantle (Sun)
Action: Extended (2+ successes, based on complexity & size of the object; each roll represents 1 minute of work)
Catch: The character is holding a detailed model of the image created.
Roll Results
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.
Failure: The character makes no progress.
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.
Exceptional Success: The character makes great progress towards creating the illusion.
-1 | The illusion is created in a dimly-lit or moon-lit area. |
+0 | The illusion is created in a well-lit area. |
+1 | The illusion is created in a sun-lit area. |
Noon Day Brilliance ••••
The character channels the power of the sun, creating a cascade of light that banishes the darkness.
Prerequisites: Mantle (Sun) ••• or Court Goodwill (Sun) •••••
Cost: 3 Glamour
Dice Pool: Presence + Occult + Mantle (Sun)
Action: Instant
Catch: The character is using this clause within five minutes of noon.
Roll Results
Dramatic Failure: The character improperly channels the energy, blinding herself for one hour.
Failure: The character fails to gather the power.
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.
Exceptional Success: The light lasts for two turns per success, and the character may choose to dismiss it at will.
Touching the Sun •••••
The character can magnify the brilliance of her mantle, radiating an aura of sunlight.
Prerequisites: Mantle (Sun) ••••
Cost: 3 Glamour
Dice Pool: Wits + 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 & 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.
Exceptional Success: The clause lasts two turns per success or until the character decides to dismiss it.