Contracts of the Supernal

Contracts of the Supernal

Postby Fetch » Mon Dec 21, 2009 7:06 am

The Contracts of the Supernal is a form of forum contract with five variants, one for each realm, and possibly a sixth for the abyss. Buying one lets you get others at half cost. They are favored by changelings who were once mages(and the founder of this contract, obviously) and no-one else. The powers of the Supernal stack with each other to the extent that the sight of the Primal Wild's vision of the health of living things can be extended to the dead if one has the contract with Stygia as well.

When invoking the Contracts of the Supernal one must pay the gate keeper or accept it into this world. Basically paradox equal to the level of the clause used which can be bought down with glamour. Finally each dot grants both it's ability and the ability to invoke the last clause at one dot higher to use on other people and/or at range. Each dot is initially self only or touch range only for unraveling.

Contracts of the Supernal

Knowing the Supernal (•)
The first practice the supernal teaches it to know the world around you, to see if for what it truly is.
Cost: 1g
Test Pool: (Occult or Investigation) + Wyrd
Action: Instant
Catch: The changeling anoints their eyes with substances sacred to the realm in question. If using the clause on another the other's eyes should be anointed.
Roll Results
Dramatic Failure:
Failure: The character fails to invoke the contract.
Success: The character is granted the sight of the realm in question. This is not actual mage sight but rather knowing and unveiling spells that are the symbolic heart of the realm. For example Primal Wild might give healers trance that effects both the living and spirits(assuming you can otherwise see spirits). This sight lasts one scene.
Exceptional Success: The sight stays active until the witching hour or high noon, whichever comes first.

Veil of the Supernal (••)
The second practice of the supernal allows one to call upon it's power to cloak one's actions and shield one from harm.
Cost: 1g
Test Pool: (Occult or Survival) + Wyrd
Action: Instant
Catch: The subject of the contract bears runes of protection upon their person/surface.
Roll Results
Dramatic Failure:
Failure: The character fails to invoke the contract.
Success: This mystic shield is formed providing the protection of the realms of magic. Each realm inflicts penalties equal to the users Wyrd upon certain actions or phenomonon that would harm the user. The veil of the supernal lasts one scene.
Exceptional Success: The Veil lasts until the witching hour or high noon, whichever comes next.

Supernal Weaving (•••)
The third practice grants users the ability to weave greater changes into themselves and the world around.
Cost: 2g
Test Pool: (Occult or Crafts) + Wyrd
Action: Instant
Catch: The changeling takes several minuets ritually preparing their subject for the change. The preparation depends on the object and realm but involves physically manipulation it in ways keeping with the realm.
Roll Results
Dramatic Failure:
Failure: The character fails to invoke the contract.
Success: By grasping a few of the threads of the tapestry of reality and weaving them more pronounced transformations can be brought into the world. Effects last until the end of the scene.
Exceptional Success: The weaving stays active until the witching hour or high noon, whichever comes first.

Supernal Unraveling (••••)
The fourth practice turns to destruction as students of the supernal learn to tear apart the threads of the lie.
Cost: 2g
Test Pool: (Occult or Weaponry) + Wyrd
Action: Instant
Catch: The changeling strikes(with five dots strikes at) the subject with a weapon ritually created from the materials of the given realm..
Roll Results
Dramatic Failure:
Failure: The character fails to invoke the contract.
Success: Each success inflicts one point of damage or reduces the appropriate trait by 1. Temporary reductions last until the end of the scene.
Exceptional Success: Extra damage is it's own reward.

Demesne of the Supernal (•••••)
The final practice of the supernal grants the pinnacle of power, the ability to reject the lie and bring a portion of the fallen world into the supernal for a time.
Cost: 3g + 1wp
Test Pool: (Occult or Expression) + Wyrd
Action: Extended(1 test per minuet, 5 successes per Hollow size being included)
Catch: The changeling has spend several hours preparing the space by invoking the symbols, elements, and nature of the realm in question. Once a space has been prepared it remains so unless something disturbs it's resonance with the realm in question.
Roll Results
Dramatic Failure:
Failure: The character fails to invoke the contract.
Success: For the remained of the scene the area is both mundane physicality and higher spiritual plane. Paradox(and hence paying the gate keeper) can no longer occur in the area as the result of supernal contracts(mages use their own demesne rules). In addition everyone and everything in the area get bonuses and penalties based upon the nature of the realm(design question: broad bonuses/penalties, bonus/penalty to specific actions, or something stranger like Primal Wiled giving everyone the beast seeming for the duration?).
Exceptional Success: The demesne stays active until the witching hour or high noon, whichever comes first.
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