Nocturne V.2
A World of Darkness Sim
​CONTRACT
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The Art of Contracts allows the power brokers of the changeling world to bind oaths of power, punish oath breakers, and seal witting or unwitting participants into binding agreements enforced by the power of the Dreaming itself. Contract is most often practiced by nockers, eshu, sidhe, and some trolls. Boggans generally disdain the Art, believing that if a fellow cannot be trusted on a simple handshake, he is unworthy of their attention or efforts, while pooka and piskies prefer not to be bound at all.
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CONTRACT ART ATTRIBUTE : COMPOSURE
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UNLEASHING CONTRACT:
Contract Unleashings are unusual in that they allow the changeling a great degree of power to make demands of the Dreaming, focused on either the deployment of the Art itself or on those who have been bound by it. Contractual Unleashings are best used with great caution, as the Dreaming gives little heed to anything other than their core demand. For example, a sidhe noble looking for a warrior willing to undertake an oath to complete a difficult quest might demand that the Dreaming reveal to him one who would be willing to assent to the contract, and the Unleashing might comply…by revealing a fearless blackguard of a redcap. Unleashings directed at existing contracts are more common. Something like “show me Sir Caobahn’s progress upon our matter of business” is a common Unleashing, as are “bring the oath breaker Silas Miller to my court, now” and the fairly risky “I call upon the Dreaming to send some aid to speed this matter toward successful resolution.”
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CONTRACT BUNKS:
Contract bunks tend to involve common binding rituals, displays of sincerity or vexation, and writing. Examples include: Draw up a formal contract, mix up a batch of high-quality ink from scratch, bite your thumb, spit in your hand, kiss someone on both cheeks, drain a drink and toss the glass into a fire, step on a bottle, give someone a ring, sign your name in wet concrete, graffiti your name on a highly-visible wall, recite a target’s name, social security number, and home address thrice, read the fine print of any advertisement or contract aloud, very quickly, sign your name in blood, or convince someone to tattoo your name on their body.
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SPEND: APPROPIRATE GLAMOUR COST (See Casting page)
ROLL: GLAMOUR RANK + RELEVANT REALM + CONTRACT RANK + COMPOSURE
DIFFICULTY: AREA BANALITY +5
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VS : OPPONENTS RELEVENT DEFENCE TYPE (See Casting Page)
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CASTING PAGE (Opens in a new window)
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â—‰ DONE DEAL
“Very well,” the sidhe says, clasping hands with the pooka. “Should you bring the warlock to face the justice of my court, you have my word that knighthood will be your reward.” A warm glow of Glamour suffuses their hands, scribing the promise onto the heart of the Dreaming. This powerful cantrip allows the changeling to enter into binding oaths with others, or to sanctify oaths she formally witnesses. Those who break agreements and contracts sealed with Glamour are punished by the very forces of the Dreaming itself.
SYSTEM:
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Done deal works very differently from standard cantrips.
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The realm does not determine a target, but an object, person, place that is worked into the deal. The realm used to "Sanctify" the contract.
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The realm denotes the "Bane" subject should the contract be breached.
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"This Table", For example would be Prop as would be "Your Sword"
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"This place", would be Scene
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"This person", would be Actor or Fae
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SUCCESSES :BANS/ BOONS
Successes rolled on the contract are used in different ways, depending on what realm was used to sanctify the contract.
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ACTOR /FAE equal increases the botch threshold by + 1 to characters who break contracts. For example if 2 successes are rolled, a character who breaks the contract will suffer a botch on a roll of 1-4 instead of 1-2
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PROP/ SCENE If the contract was sanctified around an object (Prop realm) or place (Scene realm) then the object or place becomes a bane for the character for a number of days equal to the successes rolled. The character cannot enter or be within 20 meters of the "Bane" If the Bane is one of the oathbreaker's items, then the character must subtract 1 dot per success from what ever attribute is used to use the item
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NATURE all animals of a particular type become a bane to the oathbreaker automatically attacking and adding +1 to their attacking rolls per success rolled on cantrip. Alternatively particular plants, herbs may add +1 to their poison/toxin strength (though if one wants to be this complex one needs to check the toxins and poisons page!)
DURATION :
The duration of a contract is "until completed" or "until broken" when a contract is broken , then the "consequences" or "Banes" last for 1 day per glamour rank of the changeling who created the contract.
LIMITS: Done Deal can only sanctify formal agreements between the changeling and other characters, or between other characters who have agreed that the changeling should act as a witness or notary to the contract.
Casual agreements (“sure, I’ll pick up the check” or “I’ll try to make it to your little-league game”) aren’t valid targets for Done Deal — at bare minimum, a formal promise is required. However if ◉◉◉◉ CASUAL CONTRACT is owned, even casual or sarcastic promises can be used.
CONTRACT LIMITS A character can be placed under multiple contracts, BUT, they do not suffer the banes or collect the boons of newer contracts until the previous contract has been completed. Contracts form a queue, first come , first served. Meaning that the dreaming remembers that a character is already oathbound to fufil or break a contract before the newer contract can take hold.
OTHER CONTRACT LEVELS:
Done deal is the only level of contract that is ever bunked, all other levels of contract automatically heap on to a contract, the more levels in contract a changeling has, the stronger the contracts they can create are.
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Liars bell
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Castigate
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Casual Contract
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Sanctified words
Are all automatically assumed to be used when bunking contract if the levels are owned by the changeling.
◉◉ LIAR'S BELL
This cantrip modifies Done Deal, and doesn’t need to be invoked on its own. In addition to alerting the changeling to broken oaths, it reduces by one the difficulty and Glamour cost of any cantrips used to locate or travel to the oathbreaker’s location for a number of days equal to the changeling’s Glamour rank, or until she stands in the oathbreaker’s presence, whichever comes first. Liar’s Bell’s effects are automatic and permanent.
◉◉◉ CASTIGATE
This modifies Liar’s Bell, creating an automatic bridge between the changeling and the oathbreaker at the moment a contract is violated. The changeling may reflexively target the oathbreaker with any one cantrip she knows in that moment, as though they stood before her, even if she lacks the Fae or Actor Realms; she may target her cantrip through whatever Realm she used to sanctify the oath.
◉◉◉◉ CASUAL CONTRACT
This fearful enchantment grants the changeling power over even the most casual of agreements, allowing her to sanctify careless commitments (“sure, I’ll be there”), idle boasts (“if that redcap sets foot in this bar, I’ll whip him and his whole motley all at once”), and even sarcastic rejoinders (“oh, of course I’ll support Duke Dray, loving nobles so much as I do”) Note: "Some" form of "Promise" to DO something is needed , as a contract needs to be built on something.
◉◉◉◉◉ SANCTIFIED WORDS
This allows the changeling to weave additional Glamour into a contract, granting potent boons to those bound by it. The power of Sanctified Words can only be used to assist in carrying out the contract, but some oaths can be very broad indeed (“I swear to protect the Duke with my life”). Successes on the activation roll for Done Deal, in addition to setting the severity of the oath, may be used to buy enchantments from the list below. Spending successes to purchase enchantments does not lessen the severity of a broken oath.
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Favor of the Mists (1 success per +1 bonus ): Once per scene the oathbound may add +1 to ONE roll which is made to uphold the contract. The total of +1 bonus depends on the amount of successes spent on this Boon. (For example the contract caster spent five successes on favour of the mists then the favour would add a +5 bonus to a single roll that is made to uphold the contract once per scene)
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Fortified Will (1 success per +1 bonus ): The oathbound gains a +1 bonus to composure + resolve rolls once per night. As with favour of the mists the amount of bonus depends on the successes spent on this boon.
Questing Token (1 success): The oathbound gains a chimerical token, seal, or sigil they may display as proof that they are undertaking the terms of whatever their contract might be. This blessing is most often given to questing knights undertaking contracts at the behest of powerful nobles. Beings of the Dreaming inherently recognize and understand the meaning of such tokens. (Used to add + 1 to social feats used on denizens of the dreaming)
Bond of Glamour (2 successes per Temporary Glamour point): The oathbound gains +1 Temporary Glamour to draw upon, which may be spent at any time to uphold the contract. This pool refreshes at each sunrise. The maximum amount of temp glamour given daily by this is 5 and may not take a changeling above 25 temporary glamour. (20 is the normal limit) do remember this temp glam can only be used to -uphold- the contract.
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Vindication (3 successes): At the moment the contract is successfully completed, the oathbound loses three points of permanent Banality.
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A changeling requires at least 3 points of permanent banality to survive the autumn world.
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This boon may never take a changeling below three permanent Banality.
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This has no effect on non changelings.
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Vindication boon can only be bestowed for contracts which have an end condition and it must be a contract that cannot be fulfilled with ease.
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The contract must present a significant challenge to the changeling who is bound by it. Usually this means recovering a lost treasure or defeating a powerful chimera or an otherwise epic questline.
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Bestowment (3 successes): The oathbound is granted a single Bestowment (see enchantment page.) so long as they uphold the tenets of the contract.
They are not given glamour to spend on activating the -active- aspects of the bestowment, if the subject does not possess glamour then bond of glamour boon must also be granted .
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TYPE: CHIMERICAL
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NOTES ON THE USE OF CONTRACT
Contracts can be potentially abused to grant boons for doing -absolutely nothing - or bans that cannot be avoided. In both cases we have to mitigate potential abuse and so have a few conditions we need to state .
VOID CONTRACTS
Contracts while broad, MUST be limited in application. If it is deemed that a contract is simply an exploit rather than a roleplay tool, it will be dissolved.
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BOONS must have situational triggers, they can not -always- be in play. If a boon is consistently in play then the contract hasn't been specific enough and is therefore void, admin or storytellers may dissolve the contract in such a case. A boon can ONLY be active when a character is doing something to fulfil the contract.
BANES: must have situational triggers that are within the control of the character under contract. A bane only activates when a character -breaks- their promise.
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EXAMPLE OF VALID CONTRACTS
Boons require the character to DO, Banes require the character to DO NOT.
"I Promise to protect you with my life"
BOON "Protect you" only active when the character is defending the subject of the contract.
BANE "Protect you" activates if they character fails to protect the subject of the contract when the character chooses -not- to protect the subject, or flees a situation that is life threatening in which the subject of the promise is under attack.
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"I will retrieve the lost sword of billy bob within the week"
BOON: Is active when the character is undertaking actions to find the sword or retrieve the sword
BANE: Comes into play if the sword is not retrieved within the defined time line.
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