Contracts of Day/Night

Contracts of Day/Night

Postby Jared Thaler » Sun Mar 15, 2009 9:34 pm

"Fleeting" Day

level 1, see the thing the target is most ashamed of (base on Omen 1)

Level 3, Make the target ashamed of one activity of your choice. (Should probably last one day by default.)
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Re: Contracts of Day

Postby Fetch » Mon Mar 30, 2009 10:10 am

Concept time:

Contracts of the Zenith Sun
Or if we want to be boring Fleeting Day. These deal with shame and motivating others to conformity. They have prerequisites like the seasonal court contracts with the possible addition that those with Mantle(night) need one extra dot of Goodwill to purchase them(to symbolize the dynamic opposition of the courts).

Contracts of the Witching Moon
Or plainly Fleeting Night. These deal with disgust and avoiding controls that would prevent you from doing as you please. Same preretirements as Solar Zenith but reversed.

Contracts of the Rising Dawn and Contracts of the Fading Dusk
Kinada the Eternal Dawn/Dusk. These would deal with physical aspects of the dawn, day, dusk, night cycle and with bringing light to darkness or taking it away respectively. I'm thinking preretirements would allow something like a total number of dots in these contracts equal to Mantle + 2 or one half total Night + Day Goodwill. Again, focusing on the dynamic opposition and in this case also the closeness of the courts. There is nothing between them save a sliver of half light and they change once every day.
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Re: Contracts of Day

Postby KrisT » Tue Mar 31, 2009 1:36 am

Remind me... we are making these up?
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Re: Contracts of Day

Postby Fetch » Tue Mar 31, 2009 5:01 am

Yes.
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Re: Contracts of Day

Postby Fetch » Tue Mar 31, 2009 10:36 am

Contracts of the Zenith Sun
Day Court Affinity Contract
Night Court members need an extra dot of Goodwill for the preretirement

Judge's Eye (•)
Courtiers of the day can look upon a subject and bring light to even the most hidden of sin. By casing the Judge's Eye upon a target the courtier can see what in the past has shamed the target more than anything.
Prerequisite: Mantle (Sun) •or Court Goodwill (Sun) 0
Cost: 1g
Test Pool: Politics + Wyrd vs Composure + Wyrd
Action: Instant
Catch: The Sun courtier is currently admonishing the subject for their actions.
Roll Results
Dramatic Failure: The courtier not only fails to activate this clause but has their mind thrown back to their own greatest shame. They suffer a -1 social penalty for the remainder of the scene.
Failure: The character fails to invoke the contract.
Success: The courtier gets a brief glimpse of the last act the target is ashamed of as the result of their own actions at the level of intensity selected or higher. The vision is brief, no more than a few seconds, but thru the wyrd the courtier gains enough information to understand what is happening in the vision altho not necessarily enough context to understand why.
The courtier must be able to see the target to invoke this clause.
Exceptional Success: The courtier is given enough context to understand why the event occurred.
+1 the target has just willingly confessed some shameful act to the courtier
+1 the courtier touches the target
-1 the target has never confided in the courtier or dose not know the courtier
-1 the subject actively distrusts the courtier
Same Intensity
0 the subject's single greatest shame
-1 life changing, the subject changed themselves over the shame
-2 major, a shame that lasts for years
-3 moderate, a shame that lasts for seasons
-4 minor, a shame that lasts for weeks
-5 fleeting, a shame that lasts for days or less

Mark of the Suns Eye (••)
By calling upon the light of the Sun Court changelings can force others to see their actions in the light of riotousness.
Prerequisite: Mantle (Sun) • or Court Goodwill (Sun) •••
Cost: 2g, +1 wp for supernatural targets
Test Pool: Manipulation + Persuasion + Mantle (Sun) - Composure
Action: Instant
Catch: The courtier has preformed the selected act and still feels shame for it.
Roll Results
Dramatic Failure: The contract turns back upon the courtier filling their actions with shame. During the next day the storyteller may declare that one act brings the courtier intense shame after they have preformed it. Those who regularly displease Day often find themselves wracked with shame for increasingly benign behavior.
Failure: The clause is not invoked.
Success: The courtier choses some activity or action. Whenever the subject performs that action they feel it followed by intense shame as a sort of psychic punishment. This association lasts a number of days equal to the successes gained altho the shame itself is real and dose not magically vanish even when further acts do not bring more.
Exceptional Success: The shame association lasts until the courtier chooses to release it.
+1 the subject already considers the act shameful
+1 per dot below the subjects Morality the activity lies
-1 per dot above the subjects Morality the activity lies
-1 the activity is a common act(drinking soda)
-2 the activity is associated with the subjects Vice
-2 the activity is encouraged by the subjects philosophy/world view
-4 the activity is associated wit the subjects Virtue

Wisdom of the Crowd (•••)
It is valuable that people learn to obey the will of the many. Whatever one's personal feelings standing against society is often an unacceptable act. This contract allows others to be molded into the shape the crowd has for them.
Prerequisite: Mantle (Sun) •• or Court Goodwill (Sun) ••••
Cost: 3g
Test Pool: Presence + Persusion + Mantle (Sun) vs Composure + Wyrd
Action: Instant
Catch: The subject is dressed/propped as or acting like a member of the group the courtier is attempting to make them join.
Roll Results
Dramatic Failure:
Failure:
Success: The subject of this contract is forced to act as part of the crowd or mob for the remainder of the scene. If multiple groups are present the courtier chooses which one the subject joins. If the subject is already a part of a crowd or mob this contract cannot be used on them unless they can be separated or singled out form the group.
The subject is not made to feel that the group is right. Rather they feel powerless to ignore the will of the crowd. Furthermore, a subject cannot be made to violate their morality this way. Instead they are compelled to stand back and watch the will of the mob. Intense objections to the activities occurring can prompt a round by round Resolve + Composure check. Success allows the changeling to move to a different group that is present(from the pro-war marches to the peace protesters).
Exceptional Success: The subjects Resolve + Composure test suffers a -2 penalty.
+1 the target is sympathetic with the group in question
+1 the target used to be a member of the group
-1 the target is opposed to the view or actions of the group
-1 the target has actively fought(not necessarily physically) the group

Confessors Forgiveness (••••)
Even the riotous may sin from time to time and so it is important to learn to bear these marks of shame to those who can weigh them properly. Courtiers of the sun who know this contract have been granted such right to pass judgement.
Prerequisite: Mantle (Sun) ••• or Court Goodwill (Sun) •••••
Cost: 3g
Test Pool: Composure + Empathy + Mantle (Sun) vs Resolve + Wyrd(if contested)
Action: Instant
Catch: The changeling is a mentor or teacher to their subject.
Roll Results
Dramatic Failure:
Failure: The character fails to invoke the contract.
Success: First the changeling listens to a confession or explanation from their subject. With success the courtier knows whether or not the tale is generally true and the extent to which the subject feels regret, guilt, shame, relief, or similar over the situation. Each success allows the courtier one additional piece of information such as more detail concerning the truth of certain elements, details being left out, or deeper complexity of the subjects feelings. With this information the courtier may choose to condemn or forgive the subject. There is no middle ground where the sun is concerned.
If the subject is forgiven they feel the weight of the sin lifted and never again suffer penalties to their actions or tests for the guilt. They know they have received forgiveness for their actions. A husband who's been caught cheating, if forgiven, suffers no penalty when attempting to convince his wife to drop the divorce and give marriage another chance. This only applies to the one sin forgiven. If the husband is a serial adulterer then he may suffer unaffected penalties from that.
If the subject is condemned they feel the weight of their sins all the more greatly as they have been deemed unworthy of forgiveness. Penalties caused by the the sin are increased by -1 so the husband would have a harder time saving his marriage.
Exceptional Success: If forgiven the subject not only removes penalties but gains a +1 to correct their mistakes and those who are condemned suffer an increased burden of -2.
+2 this is the first time the subject has committed this sin
+1 to +2 the story/confession is well told
+1 to +2 the subject includes many details
+1 the subject confesses without the courtier prompting them
-1 the subject has committed the sin more than a few times
-2 the subject regularly commits the sin
-1 to -2 not many details are included
- Mantle(Sun) using this contract on a sin that has already been judged suffers a penalty equal to the mantle to the previous courtier to judge the sin

Guiding the Flock (•••••)
There are times when the will of the crowd is tested, when tempters would lead the weak away. For this reason the leaders chosen by the sun must be ready to aid their followers in times of weakness. By giving a speech or similarly leading their people a courtier can steel their resolve and share their strength to bolster those who might otherwise stray.
Prerequisite: Mantle (Sun) ••••
Cost: 3 glamour 1 willpower
Test Pool: Presence + Expression + Mantle (Sun) - highest Resolve of any group member(including the courtier activating this contract)
Action: Extended(each test is 1 minuet, 1 success needed per person in the group, including the courtier)
Catch: The courtier is the raining monarch preparing the freehold for a major action of some kind.
Roll Results
Dramatic Failure: The group is fractured and split by the courtiers words and suffers a -2 to any attempt to maintain unity.
Failure: The character fails to invoke the contract.
Success: For the next scene the group is strongly motivated in their unity and goals. Attempt to manipulate a member from the group or to sway the group from it's normal purposes suffers a penalty equal to the one the sun courtier took from Resolve in activating this contract. This applies to all mundane attempts as well as supernatural attempts that manipulate emotions but not those that issue outright mind control.
Exceptional Success: The group also benefits as if the courtier use the Inspiring merit.
+1 the contract is used in a place supportive of the group
-1 to -3 the group is already fractured and has trouble working together
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Re: Contracts of Day/Night

Postby Fetch » Sun Nov 22, 2009 1:35 pm

Zenith Sun is done and up for approval. I think it's high time Miles be able to start playing with these.
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Re: Contracts of Day/Night

Postby Fetch » Sun Nov 22, 2009 2:33 pm

Contracts of the Witching Moon
Night Court Affinity Contract
Day Court members need an extra dot of Goodwill for prerequisites.

Eye of Dionysus (•)
Before one can free others from the bonds of society it's helpful to know just what they are being bared from doing. For this reason the moon allows it's courtiers to read what actions an individual is inhibited from doing.
Prerequisite: Mantle (Moon) • or Court Goodwill (Moon) 0
Cost: 1 glamour
Test Pool: Investigation + Wyrd vs Composure + Wyrd
Action: Instant
Catch: The subject is accepting alcohol from the courtier or is otherwise suffering penalties to their inhibitions.
Roll Results
Dramatic Failure: The courtier gets information that is misleading or wrong.
Failure: The character fails to invoke the contract.
Success: The courtier gains insight into one action the subject is not willing to let themselves commit. By taking penalties the courtier can specify the type of action they wish to learn about.
Exceptional Success: The courtier also get some information on the reason for the inhibition and/or what it might take to remove the inhibition.
+1 many people know of/suspect the inhibition in the subject
+1 the inhibition is one the subject keeps very secret
+1 the courtier has set themselves up as a confidant of the subject
0 the action is one currently being suppressed
-1 searching for a specific kind of inhibition
-1 the subject openly admits they are restrained in the are
-3 the subject is not aware of the inhibition in themselves

Vice's Virtue (••)
All thinking beings have their more disgusting tendencies, those vices they often do not let themselves express. Children of the moon learn to make indulgences in this baser nature more tempting.
Prerequisite: Mantle (Moon) • or Court Goodwill (Moon) •••
Cost: 2 glamour
Test Pool: Manipulation + Persuasion + Mantle (Moon) vs Resolve + Wyrd
Action: Instant
Catch: The courtier carries a image or written description of the act on their person.
Roll Results
Dramatic Failure:
Failure: The character fails to invoke the contract.
Success: The Moon courtier choses one action or item. For a number of days equal to the successes rolled the subject no longer finds this disgusting in the least.
Exceptional Success: Until the next dawn the subject will have a mild attraction to the item or action.
+2 the item or action aligns with the subjects virtue or vice
+1 the item is something the character enjoys or used to enjoy despite their disgust
-1 the courtier themselves find the act or item disgusting
-2 the subject has preformed the action before and feels shame from it
-2 the act or item carries significant danger

Friendly Face (•••)
Those who think themselves better then others, who have friends, money, and power, need to be reminded from time to time just how easily it all crumbles away.
Prerequisite: Mantle (Moon) •• or Court Goodwill (Moon) ••••
Cost: 3 glamour
Test Pool: Presence + Subterfuge + Mantle (Moon) vs Composure + Wyrd
Action: Instant
Catch: The subject has just socially 'one uped' the moon courtier.
Roll Results
Dramatic Failure: The fickly moon turns upon the courtier twisting their face rather than the face of their intended victim.
Failure: The character fails to invoke the contract.
Success: The subject suffers a negative four dots of Striking Looks as their flaws are exaggerated making them appear sickly, scar ridden, or otherwise hideous for the remainder of the scene. This reduces the Striking Looks merit and if the result is negative leaves the subject suffering a penalty (-1 per two negative dots) to social roles as others have a hard time stomaching their presence.
Exceptional Success: The penalty lasts until the next sunrise.
+1 to +2 the subject has the Striking Looks merit at •• or ••••
-1 to -2 the subject has a flaw or penalties to their social tests due to their appearance

Everlasting Passion of the Night (••••)
The night rewards those who use cover of darkness to indulge their desires. When others have become tired of their vices by days light the moons children have the endurance to continue all night.
Prerequisite: Mantle (Moon) ••• or Court Goodwill (Moon) •••••
Cost: 3 glamour
Test Pool: Intelligence + Streetwise + Mantle (Moon)
Action: Instant
Catch: The courtier has just gotten another to indulge the Virtue or Vice they are attempting to restore in themselves.
Roll Results
Dramatic Failure: The character is burnt by their attempt to overextend their passions and looses a point of Willpower. If they have no Willpower then their unsettled mind will produce nightmares the next time they sleep.
Failure: The character fails to invoke the contract.
Success: The courtier is able to reset either their Virtue or their Vice so that they may benefit from it for the purpose of Willpower recovery again within the same session or scene.
Exceptional Success: Both Virtue and Vice are restored and may be called upon for Willpower.
-1 per Willpower recovered thru Virtue and Vice this session

Perfect Liquor (•••••)
The night teaches that no restraint should come between perfect spontaneous thought and action. Few, even among the Moon Court, can live up to this ideal and so the silver crescent has granted a perfect liquor to help those seeking it's enlightenment.
Prerequisite: Mantle (Moon) ••••
Cost: 3g + 1w
Test Pool: Intelligence + Socialize + Mantle (Moon) - Composure
Action: Instant
Catch: The subject has made a degeneration test since the moon last set.
Roll Results
Dramatic Failure:
Failure: The character fails to invoke the contract.
Success: The subject looses a dot of Composure and and additional dot for every two successes after the first, down to a minimum of 0 Composure. If the subject is reduced to 0 Composure they cannot resist expressing any random idea or action that occurs to them as they have no inhibitions left at all. These lost dots return at a rate of one per day with a full nights sleep. Only the single highest penalty from this contract applies at any given time so if a subject has healed up to -1 Composure(relative to their normal Composure) and suffers another use netting -3 Composure they are set to -3 Composure, not -4.
Exceptional Success: The subject also looses a single dot of Resolve. This dot is restored after all the subject's Composure has returned. A subjects Resolve cannot be reduced below 0 with this contract.
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