Oath and Punishment

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MainLostChangeling: The Lost ● Oath and Punishment
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Seeming Contract
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Winter Masques p.47
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The Gentry depend on their word, but even in Arcadia there are those who will break bread then betray their host. There thus develops a certain need for Contracts that allow a changeling to sense, pursue and punish oathbreakers. It’s little surprise that these Contracts are most frequently taught to Ogres, who have something of a… gift for punishment.

Contract Levels

• Pursuer’s Seven-League Leap

A changeling who invokes this clause can leap truly prodigious distances. This allows the changeling to jump ravines or leap over buildings as well as long leaps over open ground for one action.

Roll Results

  • Dramatic Failure: The clause fails to activate. The changeling suffers a -2 penalty to make the jump roll.
  • Failure: The clause fails to activate.
  • Success: For every success, the changeling can jump 15 feet horizontally or eight feet vertically.
  • Exceptional Success: The clause additionally increases the character's Defense score by two for the turn.

•• Sense Tainted Vows

With this clause, the changeling can determine by touch if the subject has broken any oaths. The taint of a broken oath fades after a year and a day except for severe violations (such as a formal fae pledge) or a broken law of hospitality. This will also include violations that would not fall under the modern legal system, such as adulterers who violate their marriage vows (if their marriage vows included a pledge to forswear all others) or violations that seem minor, such as breaching a Terms of Service agreement for software.

Roll Results

  • Dramatic Failure: The changeling receives the wrong impression.
  • Failure: The changeling can't tell if the subject is an oathbreaker or not, and is aware the clause failed.
  • Success: The changeling is able to sense the most significant oath or vow broken by the subject that still lingers on the subject. "Significant" is determined by the subject's general understanding of the oath's importance, though the changeling can still sense a broken vow even if the subject did not believe it was at all important. The clause tells the changeling the general nature of the broken promise, such as "marriage vow."
  • Exceptional Success: The changeling can sense any and all broken vows that still hang about the subject, and gets a faint impression of the details surrounding the most significant violation. For example, a changeling might know sense that an adulterous husband cheated with an alluring brunette in a sordid-seeming bedroom, even if specifics aren't revealed.

••• Inexorable Pursuer

Invoking this clause allows the changeling to resist attacks on her Clarity or any Court-derived emotional effects for the duration of the scene.

  • Cost: 1 Glamour
  • Dice Pool: Resolve + Wyrd
  • Action: Instant
  • Catch: The changeling has successfully resisted a Court-based emotional manipulation or attack within the past day.

Roll Results

  • Dramatic Failure: The changeling suffers a -2 penalty to Resolve or Composure checks made to resist emotional or Clarity manipulation.
  • Failure: The changeling suffers mental and emotional attacks as normal.
  • Success: The changeling gains a +2 bonus to any attempts to resist emotional or Clarity manipulation for the scene.
  • Exceptional Success: The bonus rises to +5.

•••• Relentless Pursuit

This clause gives the changeling a general idea (direction and rough distance) of where his subject is, so long as they are under the same sky. The clause lasts from sunrise to sunset or sunset to sunrise. “The same sky” is defined as being in the same realm (Arcadia or the mortal world, for example), and the subject and caster are on the same dayside or nightside of the planet.

  • Cost: 2 Glamour
  • Dice Pool: Stamina + Wyrd
  • Action: Extended (each successes equals 50 miles between the changeling and the subject)
  • Catch: The changeling never stops to rest for more than 15 minutes in his pursuit of the subject. The changeling can ride cars or planes but must be the one driving or otherwise controlling the vehicle.

Roll Results

  • Dramatic Failure: The changeling is given a completely wrong direction.
  • Failure: The changeling cannot sense his subject.
  • Success: The changeling is able to sense the distance and direction of his subject.
  • Exceptional Success: Not only does the changeling know where his subject is, but the changeling gets a flashing vision of what the subject is doing at the very moment the clause is first invoked.

••••• Cruel Vengeance

Invoking this clause demands that the changeling publicly accuse her subject of oath-breaking. The changeling must also describe the oath or pledge the subject has broken for this clause to take effect. If the subject has, in fact, not broken this vow, the clause does not take effect. If he has, the clause grants him a brutal ability to punish his foe.

Roll Results

  • Dramatic Failure: The changeling suffers a-2 penalty on his attack rolls on that specific subject for 1 month.
  • Failure: The clause does not take effect.
  • Success: The changeling's damage is upgraded from bashing to lethal, or from lethal to aggravated, when attacking the target. In addition, his subject's Defense rating is reduced by 2, and the target suffers a -3 penalty to any dice pools made against the character.
  • Exceptional Success: The target's Defense loss is increased to -4 (to a minimum of 0), and the penalty to dice pools made against the character is increased to -5.
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