Sun Court

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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.

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. 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.

Suggested Modifiers
-1The illusion is created in a dimly-lit or moon-lit area.
+0The illusion is created in a well-lit area.
+1The 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.

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