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Homebrew 2e contracts!

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  • Homebrew 2e contracts!

    Let's swap stuff we've made!

    One of my players wanted to be a bard (more specifically, an anthropomorphic cello) for our campaign. I laid out of couple of ground rules, thinking it would be a changeling Merit. I realized though that it should probably be codified into a Contract.


    Orphic Hymns (• – •••, I might nudge this up a dot rating)
    Changelings who were stolen away to Arcadia for their musical skills sometimes come back able to sharpen the senses or skills of others with their playing.

    Cost:
    At •, no Glamour to assist rolls involving Mental attributes (at Storyteller’s discretion, music may help some mental tasks but may be disruptive to others)
    At ••, 1 Glamour to assist rolls involving Social and Mental attributes
    At •••, 2 Glamour to assist rolls involving Physical, Social, and Mental attributes
    At • – •••, spend 1 Willpower to only allow specific characters to benefit from the Contract (optional)

    Dice Pool: Dexterity (playing a musical instrument)/Presence (utilizing vocals) + Expression + relevant skill specialties + Wyrd

    Action: Instant

    Duration: One scene, or until the changeling is forced to stop playing

    Roll Results:
    • Dramatic Failure: The listeners take dice penalties to their actions equal to the changeling’s Wyrd. If used during combat, listeners also take the Insensate Tilt.
    • Failure: The listeners receive no dice bonus, and the Glamour is wasted.
    • Success: Successes are added to the pools of actions taken by all characters in listening distance.
    While playing in combat, the changeling can only move half their Speed (rounded down) during the turn. They cannot take any action that isn’t evasive (excluding running, and including Dodging, which necessitates a Dexterity/Presence + Stamina roll after the double Defense roll to maintain playing continuity) without interrupting their play and having to cast the Contract again.
    Once per chapter, this Contract can be used to assist a First Aid/Intensive Care roll to heal or downgrade damage: 1 success per healed point of bashing damage, 2 successes per point of lethal damage downgraded to bashing, and 4 successes per point of aggravated damage downgraded to lethal.

    • Exceptional success: The listeners gain the Inspired Condition. If the listeners already have the Inspired Condition due to this Contract, they gain the Obsession Condition alongside it and become hyper-focused on listening to the changeling's music.

    Affinity Clauses:
    • Darkling: The Darkling’s music disperses through the air, as if coming from everywhere at once yet nowhere at all. If the Darkling passes a stealth check to hide in the shadows before using this Contract, they can add their Wyrd to all following rolls to remain hidden after they spend the Glamour for this Contract and begin playing.
    • Fairest: The Fairest marshals their allies to greatness. They don’t need to spend Willpower to prevent opponents from benefiting from this Contract.
    • Ogre: The Ogre may use their Intimidation instead of Expression when using this contract. If they do, listeners take the successes rolled as penalties to their actions. On an exceptional success, the Ogre can inflict the Insensate Tilt to listeners. (This can be combined with the Fairest’s clause to prevent specific characters from suffering said penalties as well.)
    • Wizened: After beginning to play, the Wizened’s music can be heard through any obstacle as long as the physical distance between characters and the Wizened does not exceed the musical instrument’s audible range.

    Catch: The changeling plays to drown out other instruments being played in their presence, whether by man or machine (i.e. an automated player piano or someone playing a harmonica, but not a radio or jukebox playing recorded music). The music cannot be from allies for the specific purpose of triggering the catch.

  • #2
    can we use this for questions about contracts too?
    Last edited by Master Aquatosic; 04-01-2017, 05:12 PM.


    A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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    • #3
      Don't see why not.

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      • #4
        Cool, then do you know if it's been said whether the first clause of Contract of Elements (Water/Freezing Water/Seawater/etc) protects you from drowning?


        A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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        • #5
          Originally posted by Master Aquatosic View Post
          Cool, then do you know if it's been said whether the first clause of Contract of Elements (Water/Freezing Water/Seawater/etc) protects you from drowning?
          Well, I don't know. I can take a stab at it, though.

          On one hand, "gaining immunity to natural instances of the element" in Cloak of the Elements seems pretty straightforward. On the other hand the Contract wouldn't necessarily protect someone from being deprived of an element out of the Contract's bounds (i.e. oxygen), in a "it's not the fall that kills you, it's the landing" sort of way. In this case, the fall and the landing in question are water and fatal hypoxia. I personally think that the Contract would protect well against torrential rain and blasts from a fire hose. At the same time, I feel it would not prevent a drowning death; this seems like the kind of infuriating loophole you'd find in a fae contract.

          Control Elements seems like a better choice for using water to prevent a watery demise. Controlling water to open a channel from the floundering changeling to open air sounds doable, but might require some penalties to the roll to reflect the pressure of trying not to drown!

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          • #6
            It's times like these that Contracts are almost as creative as Mage Arcana in terms of application. And I definitely agree on those points for Control Elements and Cloak of the Elements.


            "My Homebrew Hub"
            Age of Azar
            The Kingdom of Yamatai

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            • #7
              Creative indeed, since each Contract is essentially a Supernatural Merit with fairy tale motifs. The Seeming clauses make them even more varied.

              In fact, I have a hard time differentiating what would be a Contract, and what would be a (changeling) Merit. Anybody got ideas?


              MtAw Homebrew: Even more Legacies, updated to 2E

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              • #8
                Originally posted by 21C Hermit View Post
                Creative indeed, since each Contract is essentially a Supernatural Merit with fairy tale motifs. The Seeming clauses make them even more varied.

                In fact, I have a hard time differentiating what would be a Contract, and what would be a (changeling) Merit. Anybody got ideas?
                If it has multiple effects (to the point that some are reserved for a specific Seeming), it would be a Contract for me.


                "My Homebrew Hub"
                Age of Azar
                The Kingdom of Yamatai

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                • #9
                  Bumping this thread now that we know of the six Regalias and the nature of the division between Common and Royal Contracts. No ideas as of yet, though

                  EDIT: Quote from the "Contracts of Steed" Preview

                  Arcadian Contracts are broken out into categories called Regalia: Sword for strength and aggression, Shield for defense and protection, Crown for leadership and rulership, Jewels for manipulation and temptation, Mirror for perception and self-transformation, and Steed for movement both seen and unseen.
                  Last edited by Master Aquatosic; 08-12-2017, 08:45 PM.


                  A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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                  • #10
                    Originally posted by Master Aquatosic View Post
                    Bumping this thread now that we know of the five Regalias
                    Six. There's one for each core Seeming.


                    Resident Sanguinary Analyst
                    Currently Consuming: Changeling: the Lost 1e

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                    • #11
                      Originally posted by Satchel View Post
                      Six. There's one for each core Seeming.

                      Woops, my mistake. Shall fix that


                      A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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                      • #12
                        This might be useful:

                        Originally posted by Changeling: The Lost, Chapter 7
                        Contracts

                        Common Contracts are deals the True Fae originally negotiated for their servants. They focus on extending senses, and shaping what’s already there, whether it be emotions or physical phenomena.

                        Royal Contracts are agreements the Gentry originally forged for themselves, which changelings can make themselves party to. They deal with creating people, places, and things out of whole cloth, directly tampering with minds, forcing people to do your bidding, and affecting destiny.

                        Court Contracts also come in Common and Royal categories. In this case “royalty,” rather than being those who rise to the levels of the Others, are those who rise to the level of the court founders.

                        A Court Contract can be something that either the patron grants to the courtier, or that the courtier gives to the patron. For example, Summer grants a lot of heat-based powers, explained by such means as Helios being the lover of Summer and so well-disposed to her vassals. But Summer also grants powers which amplify wrath. Other Seasonal Contracts, such as Autumn’s, provide ways for a changeling to consume the patron’s emotions, feeding it. (Keep in mind that a “patron” isn’t necessarily a single entity or spirit — it just has to be able and powerful enough to make and uphold a deal with True Fae or changelings.)

                        Contract Creation

                        To create a Contract, first decide whether it’s more about manipulation or enhancement (and hence Common) or creating or wholly reforging (and therefore Royal). Once you’ve established that, decide whether the Contract requires a roll to activate. Contracts that are actively resisted or opposed by other people should always require rolls, while Contracts that primarily affect the changeling or act on (apparently) inanimate objects should just work.

                        Specific ranges of dice bonuses aren’t as important as the nature of what the Contract does. Mind control that only lets you marshal someone the way that they were going is usually going to be Common, whereas one that stirs them to a grudge they’d never before considered is usually going to be Royal.

                        If the Contract belongs to a court, consider the court patron’s personality and purview. Under most models, Summer’s personality is fierce and unsubtle, and its emotions are anger and wrath. Therefore, Contracts that manipulate or create those emotions fit well. As well, Summer is a season of heat and dryness, so Contracts that summon scorching sunlight, or dry flesh to a crisp are also appropriate.

                        Effect: A Contract can have almost any kind of effect. Most of them emphasize being tricky or slippery. Contracts, especially Common ones, usually provide a changeling with a way to “cheat,” rather than giving dominion over a broad mystical purview. However, Royal Contracts are usually a bit flashier than Common ones, and the powerful patrons or other forces behind Court Contracts can make their effects more overt.

                        Type of Roll: Many contracts don’t need a roll — if the changeling pays the Glamour or fulfills the Loophole, they just work. However, Contracts that are actively opposed often need a roll.

                        The type of roll made to activate a Contract varies based on what forces push back against it and how success is measured. If another living or thinking force is acting against the Contract, and the number of successes matters, it’s Resisted. Subtract one of the force's resistance Attributes from the player's dice pool.

                        Where there's active resistance, but where the number of successes doesn’t matter, the action is Contested. The opposing party rolls a Resistance Attribute + their Supernatural Tolerance.

                        In either case, the player’s dice pool is Attribute + Skill + either Wyrd (for Arcadian Contracts) or Mantle (for Court Contracts).

                        Loophole: Every Contract has a Loophole, a way a changeling can get the Contract’s benefits without spending Glamour or any other resource. It takes the form of a ritual behavior that appeases the patron in lieu of payment. The Loophole is always thematically related to the Contract, based on symbolism or sympathetic magic.

                        For example, a Contract that protects against extreme temperature might allow a changeling to blow out a fading ember instead of paying Glamour. Even better Loopholes represent a small risk, like stealing a sentimental object from the target or forcing them to break your skin.

                        The difficulty or risk of fulfilling a Loophole depends more on the value of the ritual to the other party in the contract — blowing out a candle lit by a true friend might be trivial for a changeling, but have great value to Intimacy itself.
                        Last edited by Rose Bailey; 08-14-2017, 04:30 PM.


                        Cavaliers of Mars Creator

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                        • #13
                          Hmm, magic thats more about tricksiness than power....

                          First thought is a Contract of Shield that lets you breathe anything that has oxygen in it. Oxygenated sea water, aerated dirt, even compounds that contain oxygen like h2o2. I'll stay it up later, but I'd peg it as Common

                          EDIT: guess it could be a royal contract of mirrors that removes your need to breathe for a scene or a similar Winter Court Contract that puts you in suspended animation for [successes] day
                          Last edited by Master Aquatosic; 08-15-2017, 03:10 AM.


                          A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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                          • #14
                            Recently dreamed up one idea for a powerful, expensive Contract: "Spell of the Silver Screen"

                            It manipulates the minds of mortals so that they believe whatever outlandish things the "director" or "actors" do are part of a performance, movie shoot, or whatever. With an exceptional success, mortal bystanders (or victims) act 'in character' with whatever narrative the Changelings set up. An indirect cost is that it requires some "setup" in the form of costumes, faux camera crews, and the like to "sell" it. The spell breaks if a mortal actually gets hurt.

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                            • #15
                              would you like to make a writeup of that one? Now that i'm back from vacation, going to try to write up my "breath anything with oxygen" contract

                              Everbreath (Common, Shield)

                              The fae calls out to the spirits of air and life, drawing sweet breath from even the most unlikely of places

                              Cost: 1 Glamour

                              Dice Pool: None

                              Action: Instant

                              Effects: The fae makes a deal: Glamour for safe passage. For the rest of the scene, the changeling can breathe anything, solid, liquid or gas, that contains enough oxygen and nitrogen, whether oxygenated or made of oxygen-using substances. Thus, the character can breath water, dirt and even hydrogen peroxide as if it was clean air. This gives no buffs to movement speed, and she can still be choked manually.

                              Elemental: Closer to the elements than most, the Elemental can also bribe oxygen to avoid her enemies. For 1 Glamour, she can inflict the Thin Air Tilt on everyone but her within [Wyrd]+2 square yards for [Wyrd] rounds as an instant action and can reactivate this clause for 1 more Glamour as soon as the prior instance ends

                              Beast: The Beast grows animal parts that allow them to move at their full speed in any loose solid or liquid environment, such as digging paws or fins.

                              Loophole: the fae has taken care of a large plant or growing tree within the last 24 hours.

                              Last edited by Master Aquatosic; 10-19-2017, 01:48 PM. Reason: EDIT: added Seeming Clauses


                              A god is just a monster you kneel to. - ArcaneArts, Quoting "Fall of Gods"

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