Lucidity

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MainLostChangeling: The Lost ● Lucidity
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Revision as of 15:34, 4 October 2014

Common Contract
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This is a Changeling House Rule This Contract can only be gained in play -- It is not available for purchase during character creation.



One of the biggest challenges any changeling faces is dealing with the ever-present memories of their durance. Try as they might to leave their past behind them, unexpected reminders creep through the tiniest cracks in the Lost psyche, each one with the potential to breech the dam of pseudo-humanity that a changeling wraps around himself upon returning Faerie. Shoring up that dam, bolstering one’s own Clarity, or that of others, is the nominal purpose of this Contract, and the only one that most Lost will ever admit to using them for. Any tool, however, can be dangerous in the wrong hands, which is why many changelings will not speak of, let alone learn, these powers.


Contract Levels

• Read Lucidity

While those who have time and opportunity can eventually tell a more stable individual from one who’s sunk deeply into the depths of dream and disconnect simply by their words and actions, sometimes one doesn’t have the leisure for lengthy observation. In a pinch, being able to read a target’s mental stability is an invaluable tool for determining how best to deal with a potential madman.

Roll Results

  • Dramatic Failure: The changeling’s perceptions of the subject’s world-views are dramatically off kilter. She may believe the near-insane Lost to be quite rational, or the logical changeling to be in the throes of a schizophrenic breakdown. While there is no mechanic for this, it will affect the changeling’s perceptions and behaviors. She will be more likely to give credence to the thoughts and suggestions of

a changeling she falsely believes to be of high lucidity, or discount those of one she inaccurately perceives as mad. As well, it will color how she sees those who view the Lost differently than she does, perhaps leading her to question their motives or even their own Clarity.

  • Failure: The clause has no effect.
  • Success: The changeling is able to gain a grasp of the subject’s relative Clarity rating. While Clarity ratings as a numeric value are a game conceit, the changeling gains insight into how clear the subject’s thinking is, how deeply he is currently being affected by the scars of his time in the durance, and how accurately he is perceiving reality.
  • Exceptional Success: The changeling also gets a general inkling of cause of the subject’s last Clarity loss, although no specific details are given. She may sense that the Clarity sin was “kidnapping” or “killing a Lost”, but not who was affected or when the sin came about.
  • Clarity Breaking Point Level: 9


•• Temporary Sanity

High Clarity endows Lost with the ability to sense the world around them in a reasonable and logical manner, as well as endowing them with a chance to perceive the presence of supernatural beings, items or magical effects around them. For those who do not possess as strong a sense of balance between the fae world and the mundane one, Temporary Sanity can serve in its stead. At the cost of risking one’s normal Clarity, this clause temporarily lends the changeling an increased sense of mental balance, along with the benefits that accompany that stability.

  • Cost: 2 Glamour
  • Dice Pool: Occult Skill + Wyrd
  • Action: Instant
  • Catch: The changeling stands on one foot, eyes shut, arms at her side, for a full minute before activating the Contract.

Roll Results

  • Dramatic Failure: The changeling gains no additional Clarity, and for the remainder of the scene, suffers from a –2 dice penalty to any Perception tests, cumulative with any other penalties she may be under.
  • Failure: The Contract has no effect.
  • Success: For a number of turns equal to the number of successes rolled, the changeling gains additional Clarity equal to the number of successes rolled. For the duration of the Contract, all of her perceptions (including the opportunity to attempt Kenning rolls or Keen Senses (p. 92, Changeling: The Lost) are made at the higher Clarity rating.
  • Exceptional Success: The changeling receives the benefits as with a success, but they last for an entire scene.
  • Clarity Breaking Point Level: 8


••• Gift of Lucidity

Just as Temporary Sanity can bolster a changeling’s own Clarity, Gift of Lucidity allows him to share that beneficial effect with others for a short time. This Contract can buy a changeling time and avoid forcing them to “put down” a motley mate or other valued Lost companion, but it comes at a high price — the temporary loss of one’s own Clarity.

Roll Results

  • Dramatic Failure: The subject receives no benefit from the Contract, but the activating Lost still suffers from the temporary loss of however many Clarity ratings he invested into the attempt for the next scene. The subject must make a single derangement roll, regardless of how many levels he attempted to “lend.” As the loan and loss of Clarity are temporary, should the Lost gain a derangement in this fashion, his normal Clarity eventually negates it — a derangement gained in this manner lasts only for the next month. This does not negate the need to make the Clarity roll for attempting to activate the Contract, however, and a derangement gained from that roll is permanent.
  • Failure: The Contract has no effect, and neither the target nor activating Lost’s Clarity is changed. The changeling must still make the breaking point roll, however.
  • Success: For the rest of the scene, the subject gains the benefit of additional Clarity equal to the number “loaned” by the activating changeling. For the duration of the Contract, all of her perceptions (including the opportunity to attempt Kenning rolls or Keen Senses (p. 92, Changeling: The Lost) are made at the higher Clarity rating. Likewise, for the same time period, the activating changeling perceives the world as if his Clarity were lowered by a number of levels equal to those lent to the target. The subject must make a single derangement roll, regardless of how many levels he “lent.” As the loan and loss of Clarity are temporary, should the Lost gain a derangement in this fashion, his normal Clarity eventually negates it — a derangement gained in this manner lasts only for the next month. This does not negate the need to make the degeneration roll for attempting to activate the Contract, however, and a derangement gained from that roll is permanent.
  • Exceptional Success: For the remainder of the scene, the targeted changeling receives a temporary benefit as if her Clarity had been boosted by a number of levels equal to the number of Clarity rating levels the activating Lost committed to the attempt. However, the activating Lost also retains his Clarity unaffected for that time period. This does not negate the need to make the Clarity roll for attempting to activate the Contract, however.
  • Clarity Breaking Point Level: 6


•••• Armored Clarity

Sometimes a changeling is faced with a situation which he knows, without a doubt, will challenge his Clarity on multiple levels. This can be a situation where the Clarity-shaking action is justified by need — a Hedge-diver who knows he will have to spend an extended period in the Thorns (and thus out of human contact), or a Lost who must ravish a human’s dreams in order to accomplish a greater good. Certainly not all uses of this Contract are entirely altruistic, however, and a changeling who knows he will be breaking an oath by kidnapping and then killing a human might well activate it before the dastardly deed to attempt to reduce the impact such depraved acts have upon his psyche. Regardless of the morality and motivation behind them, when a changeling knowingly faces situations which may challenge their sanity, the ability to bolster one’s Clarity against breaking points temporarily is invaluable.

  • Cost 3 Glamour
  • Dice Pool: Resolve + Clarity
  • Action: Instant
  • Catch: The changeling has spent the last hour in the company of more un-ensorcelled humans than ensorcelled humans or Lost.

Roll Results

  • Dramatic Failure: The changeling’s Clarity receives no protection, and he suffers a –1 die penalty on his next Clarity roll.
  • Failure: The Contract has no effect.
  • Success: For the next scene, the changeling does not make Clarity rolls as he takes actions. Instead, at the end of the scene, the Lost makes a single Clarity roll for the lowest Clarity rating level he violated, and goes forward from there as if this was the only breaking point he triggered. He still must make the Clarity roll for activating this Contract, however, above and beyond the one he makes to cover his multitude of “sins.”
  • Exceptional Success: As with a success, however the Lost makes receives +1 bonus die on his “lowest of all incurred” Clarity roll, and on any derangement roll which follows as a result. This does not negate the need to make the degeneration roll for attempting to activate the Contract, nor does that roll receive the bonus die.
  • Clarity Breaking Point Level: 4


••••• Thief of Reason

as noble, stealing it away is difficult to justify as anything but a hostile gesture. Stripping another Lost’s sanity, bringing their memories of their time in Arcadia to the forefront of their perception is an effective tactic for combat or ambush, but the changeling who does so too frequently may well find this action leaves him with little Clarity of his own to spare.

Roll Results

  • Dramatic Failure: The changeling’s attempt to steal the subject’s Clarity fails miserably, rebounding back against him. His own Clarity automatically drops by one rating. There is no challenge for this, it is automatic, but he can make a test to attempt to avoid gaining a derangement for this loss. This test does not take the place of the degeneration roll he must make for attempting to activate this Contract.
  • Failure: The Contract has no effect. The changeling must still make the Clarity roll for attempting to activate this Contract.
  • Success: The changeling successfully (but temporarily) impacts the subject’s Clarity by triggering an overwhelming and immediate memory (true or not) of her experiences in Arcadia. For the remainder of the scene, the subject’s Clarity is treated as if it were lowered by a number of levels equal to the number of successes achieved by the targeting changeling. This cannot lower the subject’s effective Clarity below 1. Not only does this change in effective Clarity give the subject any penalties to her perception rolls that the temporarily lowered Clarity would (p. 93, Changeling: The Lost), but the sudden and dramatic assault upon her sanity reduces her ability to interact quickly and efficiently with the world around her. For the remainder of the scene, she is at a –2 penalty to initiative, and her Defense is lowered by 1. As well, she must test to see if she gains a derangement. If she gains a derangement from this roll, its effects last for the next month before her normal Clarity is able to fight it off.
  • Exceptional Success: As with a success, however the subject is even more fettered by the impact. On top of the reduction in initiative and lowered defense, all rolls she makes for the remainder of the scene suffer a –2 dice penalty. This does not include the derangement roll for the temporary loss of Clarity.
  • Clarity Breaking Point Level: 2
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