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[2E] Homebrew Courts and Freeholds

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  • #91
    Originally posted by tasti man LH View Post
    So with there I'm left wondering: what kind of benefit would toon changelings have to have in comparison to regular changelings to counter-balance them having two weaknesses? Especially with the other substance being relatively common and easier to get then cold iron. What kind of benefit could toon changelings get that would be otherwise unavailable for regular changelings?
    My first though (which may be influenced by Who Framed Roger Rabbit a bit) is that Toons are able to downgrade some amount of lethal damage into bashing automatically. It lets them get away with "cartoonish" violence that would insta-kill a non-Toon -- stuff like getting a piano dropped on their head, or shot at point-blank range. I'm not sure how much they should be able to downgrade to make it balanced, though -- from what you've said, it shouldn't be so much that paint thinner is the only way to kill a Toon.

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    • #92
      Originally posted by Mad_Maudlin View Post

      My first though (which may be influenced by Who Framed Roger Rabbit a bit) is that Toons are able to downgrade some amount of lethal damage into bashing automatically. It lets them get away with "cartoonish" violence that would insta-kill a non-Toon -- stuff like getting a piano dropped on their head, or shot at point-blank range. I'm not sure how much they should be able to downgrade to make it balanced, though -- from what you've said, it shouldn't be so much that paint thinner is the only way to kill a Toon.
      That...actually works out pretty well. Downgrading lethal damage into bashing and being mostly unaffected by bashing damage at all sounds about right for a toon. Yeah, off the top of my head I don't know about how much damage, but I would think that stuff like a punch to the face or pistol shot, yeah most toons can walk away from that. Something a bit more major like a vehicle accident or from an explosion; they probably won't take as much damage as others would, but it would sting a little bit.

      And yeah, paint thinner isn't the only way to kill a toon. They can die all the normal ways, and cold iron is still one of their banes.

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      • #93
        I like it so far, but i feel it needs some drawback or disturbing power that, doesnt justify, but at least explains the wide-scale distrust they face.


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

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        • #94
          Originally posted by Master Aquatosic View Post
          I like it so far, but i feel it needs some drawback or disturbing power that, doesnt justify, but at least explains the wide-scale distrust they face.
          Oh that's simple: I was going to have it be Social penalties.

          Anytime a toon changeling deals with a non-toon, they automatically suffer one Impression worst and have additional Doors in Social Maneuvering (not sure if it should just be a flat 2 additional doors or have it be something like [Wyrd/2] Doors).

          Reason in-game being that the way how their toon nature leaks out into their Masks creates little behaviors that make them seem just a bit off. Their movements are unusually fluid in a way normal mortals aren't and their facial expressions being really exaggerated: their smiles seem a little bit TOO wide, and their eyes get a little bit too big when they react with shock and surprise, almost as if their eyes are about to pop out of their skull...

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          • #95
            Funny/creepy idea. What if the effect is reversed for pre-teen children?


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

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            • #96
              Is this too OP?

              Empyreal Court Crown – Benediction from on High
              The Crown bathes the changeling in starlit alabaster, forming pauldrons of exemplary detail. By spend 2 Glamour points, the changeling becomes first in the Initiative order during combat. Once per chronicle, she may also bless one mundane weapon or object as a universal Frailty to all non-mortals struck by it, for a number of rounds equal to her Mantle dots. The object cannot be made of iron, but otherwise does not affect the monarch.


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              • #97
                Originally posted by MrParaduo View Post
                Is this too OP?
                Too niche. A once-per-chronicle blessing is broadly acceptable for a power that a character will always have once they get it, but the Crown of a Court is something that by definition is going to move around a bit even without the express capacity for lending, and if it also only ever lasts half a minute at most then it may as well not exist at all for all the impact it's going to have outside the deterrent it presents as a threat.

                Particularly for your proposed setup where the Crown manifests on the weakest Court, this reduces the Crown's benefit in practical terms to the Initiative jump, which isn't scaled and only serves a practical purpose in combat. (Relatedly, who gets the Crown of their Court?)


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                • #98
                  Originally posted by Satchel View Post
                  Too niche. A once-per-chronicle blessing is broadly acceptable for a power that a character will always have once they get it, but the Crown of a Court is something that by definition is going to move around a bit even without the express capacity for lending, and if it also only ever lasts half a minute at most then it may as well not exist at all for all the impact it's going to have outside the deterrent it presents as a threat.

                  Particularly for your proposed setup where the Crown manifests on the weakest Court, this reduces the Crown's benefit in practical terms to the Initiative jump, which isn't scaled and only serves a practical purpose in combat. (Relatedly, who gets the Crown of their Court?)
                  A logical assessment. Hmm... well, the crown is given to the courtier found most worthy by the Wyrd. What if the crown made it so that any attack done by said-changeling was treated as a Frailty (or Bane) against supernatural targets such as fae, ghosts, and spirits?
                  Last edited by MrParaduo; 12-30-2017, 07:12 PM.


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                  • #99
                    Originally posted by MrParaduo View Post
                    A logical assessment. Hmm... well, the crown is given to the courtier found most worthy by the Wyrd. What if the crown made it so that any attack done by said-changeling was treated as a Frailty (or Bane) against supernatural targets such as fae, ghosts, and spirits?
                    That runs into the opposite problem: the blessing of the Crown is inherently supposed to be limited in scope rather than an always-on effect.

                    The Mantles paint a partial picture of the Courts, but it may be helpful to get a stronger picture of what each one is supposed to be like in terms of their core cluster of focuses and coping mechanisms — they're based on the Divine Comedy, sure, but what did they swear their Bargains with and how do they uphold their end of the deal?


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                    • Originally posted by Satchel View Post
                      That runs into the opposite problem: the blessing of the Crown is inherently supposed to be limited in scope rather than an always-on effect.

                      The Mantles paint a partial picture of the Courts, but it may be helpful to get a stronger picture of what each one is supposed to be like in terms of their core cluster of focuses and coping mechanisms — they're based on the Divine Comedy, sure, but what did they swear their Bargains with and how do they uphold their end of the deal?
                      Well, I mean, the effect would only last a scene within a chapter or chronicle. I made the Crown of Purgation, meanwhile, able to resurrect a person whose died in less than five minutes, once per chronicle.


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                      • Originally posted by Master Aquatosic View Post
                        Funny/creepy idea. What if the effect is reversed for pre-teen children?
                        For 1930's cartoons? It depends on the changeling.

                        Cartoons that were coming out wasn't just for kids. In fact, some of the content can be a bit disturbing. Especially the Fleischer cartoons. Yeah, as time goes on and Walt Disney's little studio becomes more ingrained in the public mind, kids probably won't get as scared of toon changelings and their masks...but for the most part there's still that air of toons being "off" somehow. And overall it would still come down to the changeling, how their seeming and kith comes together, and just exactly what kind of toon they're supposed to be.

                        Remember, this was back in the day when Mickey Mouse was kind of a dick.

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                        • The Tellurian Courts
                          Unlike the Seasonal Courts, who function on a time table, the Tellurian Courts center on a bizarre form of checks and balances. Divided into three courts (Empyreal, Purgation, and Infernal), both the freehold’s wards and crown are determined by whom of said-three is weakest. This prevents the other two from muscling them out, and ensures power is balanced between the trinity. This confounds the Gentry, unable to comprehend a game that cannot be won. What’s more, wearing the crown does not grant authority over the entire freehold. On matters that involve the freehold, a council is held comprised of three representatives. How these representatives are chosen is entirely up to their respective Courts. In freeholds with a large population of changelings, the Tellurian Council increases its number to at most nine delegates (three for each court). Usually such representatives were past or current bearers of the crown, but this is not the iron rule. To ensure the wards are maintained, however, the rites and ceremonies of the crowned court take precedence over the other two.
                          .
                          Pale Court
                          .
                          The Veiled Pass, the Court of Purgation, the Court of Regret
                          We’ve all done things we’re not proud of. But I have unfinished business to deal with before I die.

                          The Huntsman stared at the woman, alone in the clearing. “Shall we return home?” he asked, but found a stillness in the air. Even as the wind buffeted her coat, not even the rattling of leaves or baying hounds dare rise above a whisper.
                          “You may,” she finally said, her eyes cold as the void. Soon, the clearing was filled with the silhouettes of men, beasts, and dreams half forgotten. Pointing, she then spoke thus: “But first you pay the toll.”

                          Regret
                          Regret is a trial. Fair or not, guilt can be made to judge your every action. Some people learn to confront it, either with level-handed logic or their own sense of rightness. Others block it out entirely, even when they shouldn’t.

                          The Pale Court sees regret as both tool and weapon. Through regret, they acknowledge mistakes that they then strive to remedy or prevent from happening again. All changelings suffer from this very human emotion. They regret meeting that stranger in the park who promised his hand in marriage, or of investigating that glint in the pond. Few can blame a changeling from being taken by the Fae. Even had they known what the stranger was, or where that glimmering came from, there’s little a mortal can do to keep away the Gentry. But these thoughts always plague the Lost, one way or another. The what ifs and maybes haunt them every time they spot their family, every time they remember life before Arcadia. The Court of Regret sees this and knows how to ease such suffering, even if only for a time. To them, all things are transient. The sad can be made happy. And in strange eons, even death may die.
                          And so it was they made their Bargain; Death itself offered many things, but it was Regret that swayed its hand. Death is the certainty of all that lives. It is the shadow of doubt when danger is near, the threat that keeps the hounds at bay, for nothing breathes more regret than an action that brings about one’s doom.
                          Yet while its patron is a somber truth, the Court is not all misery and shame. Knowing that the inevitable is coming sometimes brings catharsis, especially when the Wild Hunt seems unending. This above all disturbs the Kindly Ones, for what rightminded fool would welcome death? Yet even in death, life springs anew. One story ends so that others may begin. From this, the court finds hope, if not for themselves, then for those that come thereafter. From their sacrifices, others may prosper and forge themselves anew.

                          Fatalism
                          Death comes for all. Every failure, every loss adds to the pile already stacked on the changeling’s psyche. Amongst the Tellurian Courts, the Veiled Pass sees the most give into depression or thoughts of suicide. Fortunately, group therapy is a common practice within the freehold, and courtiers are at better chances catching signs of fatalism in their fellow Lost. Some believe it is only by helping others through their struggle that they can fight their own pain. Even if not true, many courtiers act as ‘confessors’ within the freehold, swearing oaths of secrecy to their clients in hopes of aiding against insanity.

                          Changing of the Guard
                          --High
                          When Purgation is ascendant, the Freehold knows boundaries must be maintained. The polarizing courts of Heaven and Hell mean a balance must be struck to avoid all out civil war, or worse, leaving the Freehold exposed to the Others. To this end, the Pale Court takes on a judiciary element. Intercourt trials are formed to assure due process, with actions such as imprisonment or execution being handled by the court when needed. Freeholders are reminded of the Veiled Pass’ Bargain, and how to utilize it against the Gentry.
                          --Low
                          Even without the backing of the other courts, Purgation continues to follow its duties as intermediaries between factions. When supporting the crowned Court, they do so in pragmatic fashion, never giving too much nor too little to ensure the Freehold wards are kept active.

                          Give and Take
                          Whenever the Gentry and their loyalists take something from the freehold, they must pay with something of equal value before they can leave with it. This includes the lives of those they slay, as well as gifts of any sort. This is not just a requirement; the Bargain ensures the Gentry cannot cheat with an unfair trade. Woe upon a would-be slayer, for their life may be forfeit if found equal to the kill. If not, then Death itself will claim as many as it takes to even the score.
                          The rites and ceremonies of the Pale Court focus on self-reflection, mourning, and of course, the dead. Seances are common, where the hedge ghosts of motley mates and past lovers deign with the living. Also common are celebrations where freeholders revel and give praise to the departed, be it the Mexican Day of the Dead or the Japanese Festival of Obon.
                          Unsurprising, the Court offers, year-round, to handle funerary affairs for members of the freehold, or assist in such matters regarding mortal friends and family. If a will is presented, the court may also render assistance in completing the deceased’s final wishes, provided it does not endanger the freehold or innocent lives.
                          Finally, there’s the Gauntlet of Purgation. Through this ritual, the Pale Court guides a penitent oath-breaker through the process of redeeming themselves. This includes bringing the offended parties together to negotiate forgiveness, as well as beseeching the Wyrd for a way to atone. There are no guarantees, however, merely the chance to find peace.

                          Mantle Effects: Purgation’s Mantle is faded in color but stark in the macabre. The sounds of life may grow muted to the sound of dead leaves on the wind. Courtiers run the gamut looking more a corpse than alive, or marked with signs of penance such as flagellated cuts or emaciation from fasting.

                          Mantle
                          Your character gains a Glamour point whenever she makes a personal sacrifice in someone else’s place.
                          • Gain bonus dice equal to your character’s Mantle dots to mundane rolls to hide or follow someone.
                          •• Gain bonus dice equal to your character’s Mantle dots when taking mundane actions that encourage or bring about remorse.
                          ••• When conversing with someone or something related with death, be it a gravedigger or a hedge ghost, gain bonus dice equal to your character’s Mantle dots to all social interactions.
                          •••• Reduce the effective number of successes rolled on mundane attempts at deceiving your character by your character’s Mantle dots.
                          ••••• Your character ignores wound penalties. By spending 2 Glamour, your character may target an assailant who dealt damage to them this scene, and force an equal amount of damage back onto them. This can only be done once on a given target within the same scene, and said-target must be physically present.

                          Courtiers:
                          A literal dead-eye gunslinger who offers mercy three times, then kills without hesitation. A carrion Beast who consumes the remains of his victims, then pledges himself to their families as penance. A soothsayer whose beloved returned as both a hedge ghost and his protector. A Mirrorskin who wears the face of murder victims to get a confession. A Fairest who attracts black-winged butterflies wherever they go.

                          Crown – Mark of the Grave
                          Once per chronicle, your character can resurrect a mortal or changeling who has only died within the last five minutes. They have no recollection of time spent dead, but are stabilized and at no risk of bleeding out. Any mundane poisons or diseases they suffered prior to death are also expunged. This has no effect on those who die from natural causes such as old age. Those brought back suffer the Spooked Condition, but are healed a number of Aggravated damage equal to their Mantle dots. Otherwise, said-number of damage is downgraded by one level.


                          Contracts of Purgation




                          In addition to the following, the Pale Court gains access to the Winter Court’s Slipknot Dreams (Common) and Field of Regret (Royal) Contracts. They also gain access to the following Autumn Court Contracts: Twilight’s Harbinger (Common), Sorcerer’s Rebuke (Royal).

                          Specter of Doubt (Common)
                          The changeling senses the target’s deepest regrets, and can influence them.
                          Cost: 1 Glamour
                          Dice Pool: Wits + Empathy + Mantle vs. Composure + Supernatural Tolerance
                          Action: Contested
                          Duration: Instant
                          Roll Results
                          Dramatic Failure: The changeling is so overwhelmed with remorse that he suffers a two-die penalty to the next (Mantle) roll he makes.
                          Failure: The Contract fails.
                          Success: The changeling learns the target’s deepest regret, and any Conditions or Tilts connected to it. The changeling may replace the subject of their regret with one of his choice. The target’s regret towards the original subject, along with any Conditions or Tilts in engendered, turns towards the new subject for the scene.
                          Exceptional Success: The Contract reveals the circumstances that caused the regret, and what would worse or lessen it.
                          Loophole: The changeling touches the target’s shoulder.

                          Ghostly Presence (Common)
                          The dead are among us, unseen and unheard by the living. This Contract allows the changeling to see, hear, and speak to any ghosts in her area (same room, or conversational distance outside) in Twilight or the Hedge, for a scene.
                          Cost: 1 Glamour
                          Dice Pool: None
                          Action: Instant
                          Effect: The changeling sees, hears and can speak to ghosts in the area as if they were living, regardless of language.
                          Loophole: The ghost is someone the changeling knew in life.

                          Dread Companion (Common)
                          Normally the dead are barred from any interaction with the living. This Contract thins that barrier. With Dread Companion, a ghost is given the ability to affect one sense (sigh, touch, hearing) of everyone participating in the Contract for one scene. If Dread Companion is cast indoors, everyone in a single room is susceptible to the Contract; if the Contract is cast outside, everyone within sight of the changeling using the Contract is affected. If the Contract is cast in the Hedge, then Hedge ghosts are treated as solid entities, and cannot pass through obstacles or discorporate.
                          Cost: 1 Glamour per sense
                          Dice Pool: None
                          Action: Instant
                          Duration: A scene
                          Roll Results
                          Effect: The ghost can interact with the living for the remainder of the scene via chosen senses. If the Contract is cast in the Hedge, then Hedge ghosts are treated as solid entities, and cannot pass through obstacles or discorporate.
                          Loophole: The changeling presses a drop of her own blood to the forehead of everyone participating in the Contract.

                          Haunting Intercession (Royal)
                          There are those who desperately wish for one more night with the departed: enemies seeking final vengeance or forgiveness, lovers hoping for one more embrace, mothers who did not get a chance to say goodbye to their sons and daughters. A changeling who invokes this Contract gives a ghost one more chance to walk among the living, as one of the living.
                          Cost: 2-3 Glamour per target
                          Dice Pool: None
                          Action: Instant
                          Duration: A scene if 2 Glamour was spent; from sunrise to sunset if 3 Glamour
                          Roll Results
                          Effects: The ghost materializes fully for the scene, its stats converting to appropriate attributes and skills as determined by the Storyteller. If the ghost was a changeling or fae-touched, they may choose to return with the template. Only if brought back as a Changeling may said-ghost utilize Glamour. While living, ghosts cannot utilize dread powers or discorporate until the end of the scene. If 3 Glamour was spent, the ghost remains material from sunrise to sunset, able to move freely and interact with whomever they choose.
                          Loophole: The changeling has set up a “dead supper”: a complete meal served on never-used plates and silver, with a place for everyone who wishes to participate in the intercession, including the ghost.

                          Waking the Dead (Royal)
                          The dead tell no tales. Most of the time. Invoking this Contract allows the changeling to call up a non-sentient echo of the dead and communicate with it. This ghostly shadow is not a true ghost, but an echo without self-awareness or intelligence; the echo fades at the end of the scene.
                          Cost: 2 Glamour
                          Dice Pool: Strength + Survival + Mantle
                          Action: Extended (one roll per turn, target is four)
                          Duration: Until all questions are answered, or the shade is dismissed
                          Roll Results
                          Dramatic Failure: The information provided is incomplete or incorrect in some significant way that is not immediately obvious to the changeling.
                          Failure: The Contract fails.
                          Success: The shade appears, as if standing on top of its grave and will answer one question per success precisely and honestly. The shade will not provide any information beyond what is requested.
                          Exceptional Success: The shade will provide any important additional information that the changeling might not have known to ask for, or knew she needed.
                          Loophole: The changeling “feeds” the shade by wounding herself and offering her blood, taking one point of bashing damage per question.

                          Opening the Black Gate (Royal)
                          There is a barrier between the living and the dead, which can only be crossed at great risk. This Contract creates a doorway between the mortal world and the Underworld. This passage cannot be created in the Hedge, or Arcadia; attempts to do so are quite likely to draw the attention of the Gentry.
                          Cost: 2 Glamour + 1 Willpower
                          Dice Pool: Stamina + Occult + Mantle
                          Action: Extended (five successes; each roll represents one turn)
                          Duration: Until the sun next crosses the horizon
                          Roll Results
                          Dramatic Failure: The passage is one-way. Those who take it will be trapped on the wrong side. The living can only pass to the Underworld – but not back – and the dead can only enter the mortal world, not return.
                          Failure: The Contract fails.
                          Success: A passage, the size of a normal door, is created between the land of the dead and the world of the living for one night. When the sun first breaks the horizon in the mortal world, the door shuts forever, and those on the wrong side of it will be trapped unless they find, or make, another exit.
                          Exceptional Success: The passage lasts for a lunar month. The dead and living can cross over in this location for as long as the location remains intact. If a changeling has used the loophole to invoke this Contract, she must maintain the laws of hospitality only for that first night. The changeling has no mystical control over who uses the door; she can only control access in the usual fashion, by guarding it, locking it, etc.
                          Loophole: The Contract is invoked at midnight in a mausoleum, and the changeling invokes the laws of hospitality while the Contract is in effect.

                          Originally posted by MrParaduo View Post
                          Pale Court Legends:
                          • They say the founders were once Season Court freeholders, the sole survivors of one that got ravaged by the Wild Hunt. Seeking to make their own, the founders went in separate groups in search of Patrons. It was an Autumn Courtier, see, who sought Death, the source of all fear. Alongside a Winter Courtier, his only friend, he travelled the Hedge till they came upon a river between the Thorns and the Underworld. And as sure as iron, the Reaper himself stood manning a ferry by the shore.
                          Beseeching the hooded figure, the two spoke of their journey, and why they had come. But no mere trinkets would sway Death, as the Reaper demanded a sacrifice. Without hesitation, the Winter Courtier took her own life. Her friend screamed in horror and anguish, even as the Reaper bowed his head. So it was that through Sorrow, Fear gave way to Regret, and the Pale Court came to be.

                          • No one knows who came first, Death or the Gentry, but when they crossed paths, the Others struck a deal to ensure their immortality. The catch, however, was that Death was promised their lives eventually, and he would not be denied his prize forever. But Death was no fool. He knew that the Gentry would not be satisfied with eternal life, even as they slew each other in the name of power. Constantly, they raided his halls and stole of changeling souls they had enslaved in life.
                          Knowing the end of all stories, Death knew a changeling would come, seeking to bargain just as others had with the heavens above and the infernal below. When the first Pale Queen summoned forth the spirits of the dead, Death did not keep them, and instead let them guide her to his kingdom beneath the mountains. Impressed by both her strength and pragmatism, Death agreed to her terms.

                          • Old Slick Nick was none too keen on dying. Not when the injustices of his Keeper were still to be righted. Carrying nothing but a heavy sack slung over his back, he climbed the treacherous mountainside where Death was said to dwell. And indeed he did, in a house made of bone mortar and petrified wood. Greeted by the grim specter, Nick challenged Death to a game. Of this, Death was well learned, for Nick weren’t the first to try. Yet none were the games of any real skill, but of chance and guile. From his bag, Ol’ Nick offered cards, dice, craps, and even a dreidel! And laughter flowed from that house all through the night, it did!
                          So entertained was Death that he failed to see how Nick moved closer to that grim old specter. Each time he won or lost, he moved just an inch near and behind him. So entertained was Death by his witty repartee and showmanship, he failed to notice when Nick threw his now empty sack over him! Swearing to let Death go only after he swore a bargain of patronage, Nick sealed the deal and sealed his fate.
                          Last edited by MrParaduo; 01-07-2018, 09:22 PM.


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                          • Opinions on this?

                            Contract of the Inferno

                            Malus Loci (Royal)

                            The changeling inscribes her blood upon an object, infusing it with glamour as she lays an ancient curse upon the land. To all save she, the use of magic becomes an ordeal as painful as the Thorns.
                            Cost: 3 Glamour
                            Dice Pool: Stamina + Occult + Mantle
                            Action: Extended
                            Duration: 1 hour per success
                            Roll Results
                            Dramatic Failure: The changeling’s own Glamour becomes tainted by her malice. For every point of Glamour she would expend or harvest, she suffers 1 Bashing damage. This lasts until the next sunrise.
                            Failure: The Contract fails.
                            Success: Using an object no larger than Size 5, the changeling causes all attempts at spending or harvesting Glamour to wreck agony on said-transgressors, equal to 1 Bashing per point of Glamour. This affects all save the changeling within an area of (Mantle x 20) yards/meters of the object. However, if the object is destroyed prior to the Contract’s ending, the effects terminate, and the caster suffers the Contract’s Dramatic Failure.
                            Exceptional Success: The changeling may choose to either continue lengthening the Contract’s duration, or max it at five hours to incite Bedlam for free while within range of the object.
                            Loophole: The changeling lays the curse upon a shrine she built for the purpose of using the Contract.
                            Last edited by MrParaduo; 01-01-2018, 05:28 PM.


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                            • No good? I'm also not sure if the Glamour price is appropriate or not...


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                              • I actually liked it, but didn't have any strong advice or comments. If I don't mention anything, I just feel like I don't have anything to add to the discussion. Sorry!



                                ​When noise turns to silence, when colors dull and pale, when reality no longer makes sense, there shall you find me. There, in the dreams of the River of Faceless Millions, do I dwell.

                                http://harenm.deviantart.com/gallery/ for my art.

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