Sun Court

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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 ended.
Exceptional Success: The Masks of all those within the area are suppressed for the duration of the scene.

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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