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[REPOST] The Carpenters

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  • [REPOST] The Carpenters

    These fellas were posted by Sammi on the old forums. I thought people might appreciate them being on these forums, rather than just in the Archive.

    The Carpenters
    Some people like to theorize that the United States government was the pet project of one or more secret societies, that the founders had some scheme in mind, even that there's a treasure map on the Declaration of Independence. These theories are false. There was no grand conspiracy informing the creation of the new government. There were merely some very intelligent men leading a revolution of very fed-up colonists, and from the cleverness of the leaders and the toils of the masses, it grew into greatness. There was no scheme.

    The scheme came later, according to the Carpenters. The Carpenters are a fraternal order, officially founded in 1814, of men and women who work for the government of the United States and love their jobs. They are, almost to a fault, dedicated, hard-working Americans who simply want to do what they can for their nation. To people who know a little something about something, the Carpenters are more than that. It might just be the work ethic, but Carpenters on the job have a way of being tremendously effective and efficient at carrying out their duties.

    A few people outside the Carpenters have a hunch, but nobody really knows. Some of the Carpenters do, however; like the philosophers and politicians they claim as predecessors, the Carpenters pride themselves on being men and women of erudition and deep thought. They keep their eyes open and they notice things, like how sometimes a requisition from a Carpenter can happen faster than it logically should. The strange facility of the Carpenters to get things done is known as the Contract, and is explained in more detail below.

    The Carpenters also notice other things, like a policeman with a bad temper who wears a bracelet that looks like it was made by a shaman, and on the night of the full moon takes it out on suspects just a little too much. Or like a group of FBI agents specializing in serial killers who can read crime scenes at a glance and get inside perpetrators' heads with disturbing accuracy. They notice these things, and talk to each other, which has led the conspiracy over the past two hundred years to amass a large collection of tidbits of usable information — among a whole lot of speculation and mostly useless anecdotes.

    The Carpenters are not a monster-hunting conspiracy. Yes, they're well aware of the shadows of the World of Darkness, and their own capabilities have let them find out quite a bit about a few of those shadows, but their mission is not to purge the world of things inhuman or magical — the few Carpenters who choose to pursue that goal almost all do so because of strong religious inclinations. Rather, the goal of the Carpenters is to support and protect the interests of the United States of America, in whatever way they can. The Carpenters go after anyone, human or monster, natural or supernatural, who endangers the nation or violates its laws. Most of the time, they do this by supporting the official investigation of any crime committed, but some monsters and magicians can slip out of prison as easily as one might slip out of bed in the morning, and in these cases the Carpenters have to be creative. They apply sanctions however they can, and if that doesn't work, they resign themselves to corporal or capital punishment.

    Every member of the Carpenters is an employee of the government of the United States of America, or was one and retired honorably. The fraternal order isn't exactly exclusive, but the public perception of the group and the process of getting in weed out most people who aren't seriously in love with their jobs, and disloyalty is not tolerated from the Carpenters themselves. People who fall out of favor with the organization lose all of their Status perks and Contract-given abilities, and to make matters worse, they usually end up with Carpenters investigating them.

    When America expanded westward, there were Carpenters among the settlers. Dedicated to building up and expanding their great nation, the Carpenters helped develop the new land. They also helped keep order among the settlers before the western territories had properly developed police forces. "Cowboys" is often a derogatory term for police who are overzealous and reckless, but the Carpenters proudly remember their own frontiersmen. Among the Carpenters, Cowboys are those who keep order by any means, even when there's no big, bad government to back them up, whether this means out on the frontier or in the lair of a demon. Cowboys are skilled at group intimidation and gain a free Intimidation Specialty in Teamwork.

    In a perfect world, nothing the government did would be hidden from anyone, but this is far from a perfect world, and governmental transparency must sometimes be compromised for the sake of security. Most Carpenters are prepared to sacrifice some freedoms for the sake of security, but exactly how much necessary evil is permissible is a matter of fierce debate. The term "Men in Black" is sometimes given to those Carpenters whose interests lie in protecting the security of the nation no matter what they have to do. All but the most zealous few avoid reprehensible acts, but deceit is a fairly common tool and Men in Black gain a Subterfuge Specialty in Government Cover-Ups.

    Among the Carpenters, the name "Mystics" is given to those members who study the mysterious capabilities of their organization. It was the Mystics who first hypothesized that the Contract was actually magical, and it was the mystics who started digging into the shadows of the World of Darkness. Characters of this persuasion study symbols and gain a free Occult Specialty in Rituals.

    • You've been inducted into the Carpenters. You probably don't quite know what you're walking into, but it looks good. You can earn the favor of the Contract and purchase dots in that Endowment.

    ••• You're getting the hang of things. You probably knows a little of what goes bump in the night and you've gotten very well-acquainted with your colleagues in other agencies. You gain two free dots of Contacts in two government agencies not your own.

    ••••• You've been around the block more than once and you know how to access the Carpenters' collective memory. You know who holds onto what records, who has what connections and who has been collecting theories about what supernatural phenomena. Whenever you encounter something out of your realm of experience, you can spend an hour making some calls to gain the benefit of the Encyclopedic Knowledge Merit for one roll.

    I have decided, after some thought, that I don't really feel happy on these forums. I might decide to come back to post. Who knows - but right now, I'm gone.

    So good bye, good luck, and have a nice day.

  • #2
    The Contract
    There are conflicting stories about who discovered it first. Hell, there are conflicting stories about what "it" is. What people do agree on is that it was discovered somewhere along the line between the ratification of the Constitution in 1788 and the War of 1812. People also generally agree on a name for it - though not necessarily that a name was called for in the first place. It's called the Contract, after the philosophy of the social contract.

    The more mystical of the Carpenters have it all planned out, this theory about how the motivation of the people to found a new nation built up a large amount of magical energy. Patterns have power, they say, as do symbols. The triad of the three branches of government, for instance. Or the occurrence of Latin phrases on our currency. Many of the Carpenters suggest that the energy conjured by so great an act as kicking out the British Empire and founding a new nation got caught, held in these patterns and symbols and charging the United States Government like a giant magic battery that needed only to be tapped.

    And then there are the more grounded Carpenters. Most of them know better than to disbelieve in weird shit after some of the things they've seen, but they wouldn't call what they do "magic". If it's magic, where are the fireballs? Why can't a Carpenter summon ghosts or fly without external aid? No, they say, this Contract is real only so far as the idea really exists. What they are is damn good at their job.

    Who's right? Well, the Contract is mystical in nature, but its effects are extremely subtle. Almost every effect wrought by the Contract is unnoticeably subtle without a keen sense for magic use or an exceptionally keen eye, and some of its abilities are nearly impossible to detect at all. As such, classification of the capabilities of the Contract ranges from difficult to impossible. The individual powers are presented here with clear lines of distinction, but these are purely out-of-character conceits.

    It's entirely possible for a Carpenter to possess a power of the Contract and be unaware that there's anything abnormal about it. Willpower spent manifests as a vague fatigue, and lethal damage taken manifests as a splitting headache. Naturally, the powers can be exploited better by a Carpenter who's studied them, but the Storyteller should allow Carpenters who don't know so much about their powers to do what they need to do to use them on instinct. The Contract works through the Carpenters.

    By the same token, while Carpenters can teach other Carpenters about those powers of the Contract they actually know about, there is no learning how to use the Contract. Its abilities manifest in a Carpenter all on their own, in accordance with that Carpenter's job and proclivities. In game terms, every time a Carpenter buys a dot of the Contract, the Carpenter's player may select a power from any of the three branches equal to or less than the dot level of the Merit just purchased. In order to buy a four-dot power, the Carpenter must have at least one power of that branch already, and five-dot powers require that the Carpenter have at least two. Among those Carpenters who've manifested the more potent (and easily recognizable) features of the Contract, there is no known example of a Carpenter having the use of both, say, Veto and Vox Dei. Nobody knows why this is. There are Carpenters who have been able to both command the attention of crowds and force interview subjects to slip up and give up their secrets, but since the one- to three-dot powers of the Contract are replicable through mundane skill, this is less telling.

    The powers of the Contract are divided into three themed branches, though, as mentioned, distinctions such as these are meaningless to most Carpenters. Annuit Coeptis powers center around mediation, enhancing the user's investigative skills, aiding them in rendering impartial judgments and allowing them to add metaphysical weight to contracts. E Pluribus Unim powers draw on the power of many people working in concert to do better than the sum of their parts, and can sometimes enforce cooperation from those who aren't so willing. Novus Ordo Seclorum powers are dominating and forceful, allowing the Carpenters to be better leaders for their organizations, and to make executive decisions to make or break rules as necessary.

    Annuit Coeptis
    • Justice of the Peace
    When the Carpenter mediates a dispute, he receives a bonus to any rolls to detect untruths, judge the matter, or persuade the parties of his decision equal to the number of Annuit Coeptis powers he has. This bonus may only be used when the Carpenter serves as an impartial judge by agreement of a majority of the parties involved, by the law of the locally sovereign nation, or by any other formal organization with authority over the matter or a majority of involved parties.

    This ability of the Contract appears perfectly mundane and is indetectable as anything but the user being quite skilled at moderation.

    •• Poker Face
    In the pursuit of justice, the Carpenters find that they are frequently called upon to keep their thoughts to themselves. A stony face or placid smile can be a very useful tool in arbitrating disputes, or in playing cards.

    This ability activates when the Carpenter makes a successful meditation roll. As long as she keeps a straight face and makes no outright lie about what she's thinking, she is visibly calm and composed. Any mundane, sight-based attempt to ferret out information about her feelings must score an exceptional success to be considered successful, no matter what the Carpenter herself rolls. Other attempts to read her emotions or her mind aren't so easily defeated, but if the Carpenter spends a point of Willpower to fight it (which she may do whether or not she knows she's being read), she gains an additional bonus (or levies an additional penalty) equal to the number of Annuit Coeptis powers she has.

    This ability of the Contract appears perfectly mundane and is indetectable as anything but the user having fantastic self-control.

    ••• Secrets Betrayed
    The Carpenters must often find out information from people unwilling to give it up. This little bit of trickery allows a Carpenter with some idea about what someone else is hiding to force him to betray his secrets.

    In order for this ability to be effective, the Carpenter must first know that the target is hiding something, and she must know roughly to what this something relates. This power can be used without either, but it's a craps shoot at best. The Carpenter then questions the target about the topic, making it look like she knows more than she really does.

    Cost: 1 Willpower
    Dice Pool: Presence + Subterfuge vs target's Composure + Supernatural Advantage
    Action: Instant

    Dramatic Failure: The target knows what the Carpenter was fishing for and clams up. This power won't work on him again — on any topic — for a full week.
    Failure: The target isn't compelled to say anything.
    Success: The target blurts out the first thing that comes to mind: his deepest secret connected to the topic at hand. Depending on how willing the target is to confess, he probably won't be inclined to give any detail, but a brief exclamation is all a skilled Carpenter needs to start digging further.
    Exceptional Success: The target feels compelled to elaborate on the secret more than just a brief exclamation.

    •••• Contractual Obligation
    Getting things done frequently requires the Carpenters to be resourceful. Sometimes, it requires them to stretch beyond their resources. Wise Carpenters make it a habit of relying on their own assets as much as possible, but when times are tough, the Contract can provide.

    This power must be used in the turn immediately following the signing (or other means of official agreement) of a contract (which may be formal or informal, but may only be legally enforceable, so a Carpenter may not use this power to assist in the commission of a crime). This contract must place an obligation on the Carpenter for this power to grant any benefit.

    Cost: 1 Willpower
    Dice Pool: Manipulation + Politics
    Action: Instant

    Dramatic Failure: The Contract doesn't like it when people call on it too much. Not only does the Carpenter not gain any benefit, he loses access to any Social Merits over two dots for the rest of the day, and cannot use this power for the rest of the chapter.
    Failure: The Carpenter gains nothing.
    Success: The Carpenter gains a number of Merit dots equal to his successes that he may distribute among his Merits. These new Merit dots may only be placed in Merits that would help the Carpenter fulfill the contract and no Merit can be increased by more than two dots. These Merits last for a week or until the Carpenter's obligation is fulfilled or terminated, whichever happens first.
    Exceptional Success: The Merits gained last for a month or until the Carpenter's obligation is fulfilled or terminated.

    Suggested Modifiers:
    – The Carpenter currently holds a seat on the United States Supreme Court. (+5)
    – The Carpenter has used this power in the past week. (-3)
    – The Carpenter is using this power to aid in the commission of a crime. (-3)

    ••••• Signed and Sealed
    Contracts are the glue of most modern systems, from economics to politics to the structure of society itself. The Contract itself is an example of that, and the Carpenters are very well aware of the duty they perform in exchange for their power. This ability of the Contract allows a Carpenter to add metaphysical weight to a normal promise.

    Signed and Sealed can only be used in the same turn that a contract (which may be formal or informal, but may only be legally enforceable) is signed (or otherwise officially agreed to). The Carpenter must designate a number of people no greater than the number of Annuit Coeptis powers he has who have been given an obligation by the contract being sealed. The terms of the contract must be agreed upon by all parties — who may only do so of their own free will — and this power may only be used if the Contract is written down or printed out and signed in triplicate.

    Cost: 1 Willpower
    Dice Pool: Presence + Academics
    Action: Instant

    Dramatic Failure: The contract has no binding power. Though they don't know it, this failure embarrasses the Carpenter in the subconscious eyes of the parties. He receives a -3 penalty on all Social rolls for the scene when interacting with the people he designated as recipients.
    Failure: This power simply fails.
    Success: For the next month, or until his or her obligation is fulfilled or terminated (whichever comes first), each person designated as a recipient receives a penalty (up to -5) equal to the Carpenter's successes to attempts (whether purposeful or not) to violate the contract. A restraining order might be enforced by a crowd of people getting in the way of the restrained party, while an oath of non-violence would inflict a penalty on any attacks made, as the environment and the violator's body fight against the attempt to do harm. When the contract is successfully violated, the violator is free of this power.
    Exceptional Success: The power doesn't end when the contract is successfully violated.

    Suggested Modifiers:
    – The Carpenter designates himself as one of the bound parties. (+3)

    E Pluribus Unim
    • Bureaucratic Attunement
    When the Carpenter interacts with a bureaucratic or corporate system, he receives a bonus equal to the number of E Pluribus Unim powers he possesses on any roll to get things done, investigate the workings of the system, look up the system's archives or simply to socialize with the various cogs. This power may only be used after the Carpenter has taken a half-hour to study the system in question. The study material in question can be as in depth as an employee roster or as terse as a list of names, titles and telephone extensions.

    This ability of the Contract appears perfectly mundane and is indetectable as anything but the user's brilliant intuition.

    •• Two Heads
    The United States would never have been built without teamwork at every level, from the militia defending against British incursions to the intellectuals hashing out the best possible Constitution they could come up with. The Contract's blessing to the Carpenters is an unparalleled skill for facilitating teamwork.

    When the Carpenter spends Willpower on her roll as a secondary actor in a teamwork action, she gains an additional bonus equal to the number of E Pluribus Unim powers she knows. Alternatively, the Carpenter may grant others a similar facility. She must talk for a minute with a person who will be a secondary actor in an action in which the Carpenter herself will be the primary actor, planning for how they're going to work together. When the action rolls around, the secondary actor gains a bonus to his Willpower spends equal to the number of E Pluribus Unim powers the Carpenter knows.

    This ability of the Contract appears perfectly mundane and is indetectable as anything but the user or beneficiary being particularly good at working in a group.

    ••• Eminent Domain
    The government gives its citizens a good deal of freedom over their property, but sometimes the communal good requires that a resource be used by the government, even if the owner of the resource doesn't like the idea. This ability has a wide range of applications, from closing a coffeehouse across the street to borrowing someone's car for a chase.

    To use this power, the Carpenter must present his credentials (which don't need to be sufficient to give him any legal rights to do what he's doing, but do need to be sufficient to prove him a government employee) and explain that the resource is needed.

    Cost: 1 Willpower
    Dice Pool: Presence + Politics vs target's Resolve + Supernatural Advantage
    Action: Instant

    Dramatic Failure: The target doesn't just refuse, he threatens to bring suit against the government for the intrusion. While this isn't the worst thing that could happen, it can definitely make things sticky at work, especially if the Carpenter is doing something he's not supposed to be doing.
    Failure: The target refuses to comply.
    Success: The target complies with the request, but the use of the power binds the Carpenter as well. The target may make a request for compensation for any trouble or lost income (and knows that this is so). This request will be perfectly reasonable, and will be made either in person or filed with the Carpenter's agency if the Carpenter is in a rush and can't finish it then. If the request is made in person, haggling may occur, but the target of the power must agree to the final compensation. If the request is filed, it must be done so (or postmarked) within one week of the power being used or the contract need not be honored (though non-magical consequences may still occur for violation of the Fifth Amendment). The Carpenter or his agency will pay the compensation within one month of receiving the request or the Contract will enforce the matter however it sees fit.
    Exceptional Success: The target will not ask for compensation unless the property comandeered is destroyed.

    •••• Vox Populi
    Two heads are better than one, a jury of twelve is better than a jury of two, and for truly monumental endeavors, it is wise to have a council of many people representing a wide range of regions and demographics. A Carpenter may not have the freedom to consult the House of Representatives with her problems, but she may enlist some cooperation from those around her. This power is a kind of low-level telepathy that conscripts portions of the subconscious minds of people around the Carpenter to help her with her problem.

    This power may only be used whenever the Carpenter is performing a mundane Mental action. It must be used during the same turn as the first roll of the Mental action. If the action is extended, the Carpenter needs only activate the power when she makes her first roll. Thereafter, the conscripted minds help her subconsciously until the action is concluded, regardless of whether or not they're still in range.

    Cost: 1 Willpower
    Dice Pool: Intelligence + Socialize
    Action: Reflexive

    Dramatic Failure: The Storyteller rolls one die, and up to that many people within 200 yards of the Carpenter suddenly realize what she was attempting to do.
    Failure: The Carpenter receives no aid. Should she fail her Mental action, she can try this power again.
    Success: The Carpenter accesses a number of additional minds according to her successes on the roll, starting with those closest to her and extending out to 200 yards. These minds then aid the supplemented Mental action as a teamwork action. Anybody who is aware of the link may spend Willpower on this action.
    Successes Minds
    1 1
    2 2
    3 4
    4 8
    5 16
    6 or more Do the math

    Exceptional Success: Tapping into more minds is its own reward.

    Suggested Modifiers:
    – The Carpenter is currently a member of the United States Congress. (+5)

    ••••• Vox Dei
    The lure of patriotism is the promise of being able to belong to something greater than yourself — a promise shared with religion, but much more tangible in the case of nationalism. The chance to contribute to something great, and the security of belonging to a powerful group, is a potent force. This ability lets the Carpenter put the force of his patriotism behind his words.

    Vox Dei may only be used on non-hostile subjects, and it can only be used on sapient subjects. If the subject is aware that a magical compulsion is being used on her, she may choose either not to contest it, or to resist. If an aware subject resists Vox Dei, the Carpenter may not use it at all. No Willpower is spent and no rolls are made, though the Carpenter still gives his instructions.

    Cost: 1 Willpower
    Dice Pool: Presence + Persuasion vs unknowing subject's Resolve + Supernatural Advantage
    Action: Instant

    Dramatic Failure: Not only does the Carpenter fail to inspire his subject, he invokes an immense antipathy. The subject doesn't feel compelled to do anything, but if he decides to attack the Carpenter (physically or otherwise), he gains a bonus to all rolls equal to the number of E Pluribus Unim powers the Carpenter has.
    Failure: The subject is uninspired.
    Success: The subject is inspired to share in the Carpenter's mission. The Carpenter gives the subject an instruction, which may be up to a few sentences long and may only be to further the cause of a formal organization to which the Carpenter belongs. The subject obeys to the best of her ability. The subject also receives a separate pool of temporary Willpower points equal to the number of E Pluribus Unim powers the Carpenter possesses, which lasts until the instruction is carried out and may only be spent on actions made towards carrying out the Carpenter's will.

    This power lasts for as long as it takes the subject to carry out the instruction, or until the subject is killed. Obviously impossible or suicidal actions automatically fail to take root in the subject's mind. If, during the course of carrying out the instruction, the subject realizes that he puts himself in danger or acts completely contrary to his normal moral code, a Resolve roll may be made to shake off the compulsion. This is a contested roll. Successes must exceed the number of successes obtained for the Carpenter when Vox Dei was used.
    Exceptional Success: The power is harder to resist.

    Novus Ordo Seclorum
    • I'm the Leader
    When a Carpenter speaks on behalf a formal organization of which she is or appears to be a member with authority to represent them, she receives a bonus equal to the number of Novus Ordo Seclorum powers she has to any roll to persuade, intimidate, rebuke or appease a person or organization dealing with the Carpenter as a representative of the group. This bonus may not apply to rolls by the Carpenter to disguise herself as a member of a group to which she does not belong or to claim authority which she does not possess. If the Carpenter lies about her status and that lie is seen through, she receives no bonus.

    This ability of the Contract appears perfectly mundane and is undetectable as anything but the user being charismatic and having the support of his group.

    •• Speedy Requisition

    The machine of bureaucracy is a necessary one, but its gears can turn too slowly sometimes. This aspect of the Contract greases the wheels.

    The Carpenter must first fill out any necessary paperwork and file it with the appropriate people, place an order on a web site or anything else necessary to legally (by the regulations of the organization fulfilling the request) acquire one item, shipment or service. The Contract comes into play once the gears have started turning. There is no waiting period while the request is processed, because it somehow ends up on the top of every to-do list until it's resolved. A book from Amazon might well arrive the next day (assuming the Carpenter ordered before mail was picked up), while a requisitioned wire-tap could have a federal agent at the apartment in question in half an hour (assuming nobody's home).

    If, for some reason, a character in the system would have to make a roll to effect the carrying out of the requisition, it gains a bonus equal to the number of Novus Ordo Seclorum powers the Carpenter has (but it has to be directly related to getting it done quickly, such as the aforementioned federal agent picking the lock of the apartment; the act of setting the bug itself would not receive a bonus). This power cannot violate the laws of physics, nor can it compel anybody to do things they otherwise wouldn't, though if the Carpenter happens to have magic that can do one or the other, the possibilities are endless.

    This ability of the Contract appears perfectly mundane and is undetectable as anything but the user having improbably good luck.

    ••• Center of Attention
    The Carpenters speak for their organizations and for the government of the greatest nation in the world. A Carpenter with this ability can command the eyes of a room for at least a little while.

    Cost: 1 Willpower per scene
    Dice Pool: Presence + Persuasion
    Action: Instant

    Once the point of Willpower is spent, the Carpenter may invoke this power at any point as an instant action simply by talking, performing, threatening to commit suicide or otherwise attempting to get his audience's attention.

    Dramatic Failure: The Carpenter makes an ass of himself and people filter him out. The power's still active, but anybody in the audience is immune to its effects for the rest of the day.
    Failure: The audience doesn't feel compelled to watch the Carpenter.
    Success: The Carpenter becomes the center of attention for that turn. This is a mild magical compulsion, but in no way inhibits his audience's sense of self-preservation. Any successes on the roll are applied as a distraction penalty to his audience's perception rolls, as well as any mental roll that requires concentration. Indeed, if a member of the audience is maintaining a magic effect that requires concentration, or in a meditative or trance state, she must roll Resolve + Composure, contested by his successes on the activation roll, to avoid her concentration or altered state lapsing.
    Exceptional Success: No additional effect.

    Suggested Modifiers:
    – The Carpenter's audience came expecting to watch him. (+2)
    – The Carpenter knows every member of his audience personally. (+1)
    – The Carpenter's audience is four to nine people. (-1)
    – The Carpenter's audience is suspicious of his motives. (-1)
    – The Carpenter doesn't know any member of his audience. (-2)
    – The Carpenter's audience is ten to twenty people. (-3)
    – The Carpenter's audience is afraid of being attacked. (-3)
    – The Carpenter's audience is twenty-one or more people. (-5)

    •••• Pardon
    It is only just that a law decided on by elected representatives of the people should apply to everyone equally. The rule of law is one of the things that allows our republic to function. However, the defenders of the republic sometimes need to violate a law in order to protect the law or what it stands for. This is a grave circumstance, and the Carpenters only violate laws when it's absolutely necessary.

    Pardon may be used during the carrying out of an action in violation of a law or rule imposed by the United States government or a government agency, or a law or rule imposed by a formal organization of which the Carpenter is a member.

    Pardon's secondary effect is slightly more obscure, and even some of those who know the power are oblivious to how flexible it is. Pardon may be used to "illegally" use one of the powers of the Contract when its use would not normally be allowed (though all costs of Willpower and time remain). The user simply pays the cost for Pardon, makes the roll, and then activates the second power (if it requires activation).

    If the Carpenter is illegally using a power of the Contract in violation of one or more laws and wishes to receive both benefits, he must activate this power twice in that turn, and any additional illegal uses of the powers of the Contract in the same turn also require a separate use of Pardon.

    Cost: 2 levels of lethal damage
    Dice Pool: Wits + Politics
    Action: Reflexive

    Dramatic Failure: The Contract disagrees seriously with the Carpenter's actions. There will be an investigation, and any rolls by authorities to investigate the crime and bring him to justice receive a +5 bonus.
    Failure: The Carpenter is not pardoned and must accept the consequences of his actions, should they be discovered.
    Success: The Carpenter breaks the law and has no need to fear the authorities. The system will not crack down on him for any violations that occur in the turn during which this power is activated (this power has no effect on individuals, however, and if the Carpenter's actions would injure someone personally, he is not immune to vigilante justice). If using this power to augment another power of the Contract, that power may then be activated restriction-free for the rest of the turn (conditions marked with the term "may" or "when" are valid restrictions to be surpassed with this power, while conditions marked with the terms "can" or "must" are ritual actions or costs that cannot be circumvented).

    If someone questions the Carpenter about his actions, he receives a bonus equal to his successes when denying that any wrongdoing took place.
    Exceptional Success: No additional effect besides the Carpenter being an exceptionally good liar.

    Suggested Modifiers:
    – The Carpenter is currently the President of the United States. (+5)
    – The Carpenter is violating a law or rule that he himself wrote or voted into effect. (+3)
    – The violation is performed in immediate defense of what the law(s) being violated represent (such as murdering a person actively attempting to kill the President of the United States). (+1)
    – Each time the Carpenter has attempted to use Pardon in the past month, whether or not it succeeded. (-1)
    – The Carpenter is violating a law with the express intent of harming what that law represents (such as bringing a gun into a rally to attempt to kill the President of the United States). (-5)

    ••••• Veto
    One of the ultimate powers of the Contract, Veto has earned more than a few savvy Carpenters fearsome reputations over the years. It carries with it the ability to render null and void certain magical violations of the law.

    Veto may only be used when someone uses magic in violation of a law imposed by a formal organization with authority over the location where the subject and the Carpenter are. The subject must be 200 yards of the Carpenter and The Carpenter need not know that any magic is being used, but unless she does, she will have no idea that anything happened - though the surprised face of the magic-user might be a clue.

    Cost: 1 Willpower
    Dice Pool: Presence + Politics (This contests the pool used to use the power being countered. If the power requires no roll, the magic-user rolls Resolve + Composure.)
    Action: Reflexive

    Dramatic Failure: The attempt to counter fails and the magic-user knows exactly who made the attempt.
    Failure: The magic goes off as planned.
    Success: The power is successfully countered. If the power normally has a chance of failure, the power user may not even know that someone interfered with the magic, simply that it failed. If the power is normally resisted or contested, it appears as if the target succeeded at resisting.
    Exceptional Success: Not only is the magic countered, but the Carpenter knows exactly what the magic-user was attempting to do.

    Example: Roger is a changeling who's been arrested for traffic violations. He'd rather the cops not find the several ounces of coke hidden in his coat, so when his arresting officer isn't looking, he attempts to use Evasion of Shackles to slip out of his handcuffs. Unfortunately, his arresting cop is one of the Carpenters, and she not only beats his roll, she scores an exceptional success. Now Roger has some things to explain, and she's not going to let him out of her sight.
    Last edited by amechra; 03-28-2015, 03:54 PM.

    I have decided, after some thought, that I don't really feel happy on these forums. I might decide to come back to post. Who knows - but right now, I'm gone.

    So good bye, good luck, and have a nice day.