Goblin Contracts
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Goblin Contracts are some of the shady goods that circulate among the underbelly of fae society. All are easy to learn and cost little Glamour. They are inexpensive because they are also intrinsically flawed. All Goblin Contracts come with a price — something harmful or problematic that happens to the changeling after the Contract is used. No known Contracts or other powers allow the changeling to escape paying this price. | Goblin Contracts are some of the shady goods that circulate among the underbelly of fae society. All are easy to learn and cost little Glamour. They are inexpensive because they are also intrinsically flawed. All Goblin Contracts come with a price — something harmful or problematic that happens to the changeling after the Contract is used. No known Contracts or other powers allow the changeling to escape paying this price. | ||
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===Trading Luck for Fate (CtL 164)=== | ===Trading Luck for Fate (CtL 164)=== | ||
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*'''Exceptional Success:''' Beyond greatly reducing the penalties to ranged attacks, no further bonus is gained. | *'''Exceptional Success:''' Beyond greatly reducing the penalties to ranged attacks, no further bonus is gained. | ||
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+ | ==••== | ||
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+ | ===Diviner’s Madness (CtL 165)=== | ||
+ | The changeling gains an accurate image of the past or the future of some person or place. Afterwards, she temporarily goes somewhat mad. All madness lasts for one day. At the end of this time, the changeling also forgets the contents of the divination. | ||
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+ | *'''Cost:''' 1 [[Cost::Glamour]] | ||
+ | *'''Dice Pool:''' [[Pool::Wits]] + [[Pool::Wyrd]] | ||
+ | *'''Action:''' [[Action::Instant]] | ||
+ | *'''Catch:''' Divining the past or the future of someone the changeling is in love with. | ||
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+ | ====Roll Results==== | ||
+ | *'''Dramatic Failure:''' The changeling gains one of the severe derangements listed below for one day. | ||
+ | *'''Failure:''' The changeling experiences no visions or madness. | ||
+ | *'''Success:''' The changeling can have a vision of the past or the future. She first declares a target, a person, place or object that she has visited, met or touched at least once. She can make herself the target. If she views the past, she can examine the target’s past with flawless clarity, seeing anything that has occurred. Each success allows the changeling to view up to one turn of time in that place in real time, beginning with the moment declared when the Contract was performed. Alternately, the character can ask a simple question about the target’s future and gain a general answer. Examples of proper questions include: “What time will Joseph Klein arrive home tonight” or “Will the North Park Strangler kill someone tonight?” (given a brief prior encounter with the Strangler). Improper questions get incoherent answers. Each success grants the changeling an answer to one question about the target’s future. Additional successes allow follow-up questions, allowing the changeling to get more specific details, such as asking if Joseph Klein will stop on his way home tonight or the exact time or location of the Strangler’s next murder. Performing this divination also causes temporary madness. If the changeling rolls three or fewer successes, she gains one of the following severe derangements: Megalomania, Multiple Personality, Paranoia or Schizophrenia. With four or more successes, she gains one of the following mild derangements: Narcissism, Irrationality, Suspicion or Vocalization. Regardless of successes rolled, this madness lasts for one full day. | ||
+ | *'''Exceptional Success:''' Beyond the advantages gained by rolling multiple successes, no special bonus is gained. | ||
==3-Dot== | ==3-Dot== |
Revision as of 14:36, 5 April 2016
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