Viva Lost Vegas

A hybrid first and second edition PbP game of Changeling the Lost set in Las Vegas. I'm bad at descriptions and this is a private game anyway so that's all you get.

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    Contract Codex

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    Contract Codex

    Post by Admin on Sat Jul 30, 2016 9:42 am

    So in this game you'll be getting to use magical spells called Contracts. This topic will keep track of the Contracts each player knows, what they do, and how to use them. I will not remind you when an opportunity comes up to use them, however, so you'll have to be creative and think opportunistically!

    Lexicon:
    Catch: Normally it costs Glamour, your magical energy, to use a Contract, sometimes even more than Glamour has to be spent. There's a way to use any Contract, however, that costs no Glamour. This is the Catch. A Catch is a specific situation you can set up in which you don't have to spend any Glamour to power your Contract.

    Affinity: Any changeling can learn to use any Contract but not all changelings can get the same "Oompf" out of them. When a changeling's Seeming (Beast, Darkling, Elemental, Fairest, Grimm, Ogre, or Wizened) matches a Contract's listed Affinity they get a bonus effect when using it.
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    Re: Contract Codex

    Post by Admin on Sat Jul 30, 2016 9:46 am

    KNOWN CONTRACTS:

    1 Dot Contracts:
    Know the Competition (•)

    Living at the whim of the mercurial Fae, you see behavioral patterns in the slightest minutiae and can take a rival's measure by playing a game against him.

    Cost: 1 Glamour

    Dice Pool: Wits + Socialize + Wyrd vs. Composure + Wyrd

    Action: Instant

    Duration: One week or until used

    Roll Results

    Dramatic Failure: The changeling misreads her opponent, and suffers the Misinformed Condition on her next action against him.

    Failure: The Contract yields no insights.

    Success: After playing a game against her target (win or lose), the changeling gains insight to his mind and adds a +4 dice bonus on any one roll against him.

    Exceptional Success: The changeling knows her opponent so well, that she can invoke the Contract again without the need for an additional game. All costs and rolls still apply.

    • Beast: If this Contract is successful, the Beast's rolls twice against her target (not the invocation roll). The best roll stands.

    • Darkling: The Darkling invokes this Contract after observing her target in a game, rather than playing him herself.

    Catch: Her opponent challenged the changeling to the game.
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    Re: Contract Codex

    Post by Admin on Sat Jul 30, 2016 9:49 am

    Mask of Superiority (• to •••)

    The use of this Contract allows the changeling to convince a single subject that she is a member of his organization, or a person of some importance to this individual.

    Cost: 1 Glamour per target

    Dice Pool: Presence + Intimidation + Wyrd vs. Resolve + Wyrd

    Action: Instant

    Roll Results

    Dramatic Failure: The subjects of the Contract take umbrage with the changeling’s obvious lies and immediately becomes hostile towards her.

    Failure: The Contract fails to work.

    Success: The changeling convinces her subject that she is a respected member of whatever organization he belongs to, as though she had a number of dots in the Status Merit equal to the number of dots invested in this Contract. The changeling can spend Glamour to have this Contract affect multiple targets (and each individually contests the original activation roll), but her new Status must be in an organization or group common to all of her subjects. The effect of this Contract lasts for a scene (and she may add new targets as the scene progresses).

    Exceptional Success: Instead of convincing the subject she has Status in a similar organization, she convinces him that she is a trusted Ally, as though she had the Ally Merit equal to the number of dots invested in this Contract.

    • Fairest: The use of this Contract serves to open a single Door per dot invested in the Contract as though the character had successfully completed a Social Maneuver on the targets.

    • Ogre: An Ogre appears as security within an organization, adding her Contract dots to Intimidation rolls against the subjects.

    Catch: The changeling is wearing an article of clothing that could be perceived as part of a uniform or normal mode of dress within the organization.
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    Re: Contract Codex

    Post by Admin on Sat Jul 30, 2016 9:51 am

    2 Dot Contracts:
    Glimpse of a Distant Mirror (••)

    Mirror space is a kin to Arcadia and you can bend it. Looking into one reflective surface, you see out of another in which your face has been reflected before.

    Cost: 1 Glamour

    Dice Pool: Manipulation + Subterfuge + Wyrd

    Action: Instant

    Roll Results

    Dramatic Failure: The effect is reversed, and anyone looking into the receiving surface sees the changeling. The changeling is unaware of this.

    Failure: The changeling sees her own reflection.

    Success: The changeling, and anyone watching with her, can see out of the receiving surface. The medium must have reflected her face before and the vision is only as clear as the surface allows. The changeling is visible in a corner of the reflection, and astute observers may see her.

    Exceptional Success: The vision is clear regardless of the medium. Furthermore, both the changeling and anyone on the other side can hear sounds transmitted through the medium.

    • Beast: Harking back to the legend of Beauty and the Beast, Beasts have a special affinity for this Contract. She may look out of any surface reflecting a person who is currently under an oath to her or invoking her name, even if the medium hasn't previously reflected the Beast.

    • Darkling: The Darkling's image in the receiving surface is obscured and yields no details to her identity.

    Catch: The owner of the mirror the changeling looks into has sworn enmity against her.
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    Re: Contract Codex

    Post by Admin on Sat Jul 30, 2016 9:54 am

    3 Dot Contracts:
    Discreet Conjuration (•••)

    The character can remove a small object from a pocket or a drawer or any other location where the object could be — even if the object wasn’t there before this Contract’s use.

    Cost: 2 Glamour

    Dice Pool: Manipulation + Larceny + Wyrd

    Action: Instant

    Roll Results

    Dramatic Failure: The character retrieves an item that is completely useless or exceedingly awkward to have at the moment.

    Failure: The Contract fails and the character finds nothing new in the location.

    Success: The character reaches into a small location she cannot see into, such as a handbag or a drawer and pulls out an item no larger of Size 1. This item can be anything the character has seen or handled before. The item is the most basic of its kind, but fully functional and ready to use — a camera takes pictures, a smartphone can make calls and access a wi-fi connection, and a gun shoots bullets from its fully loaded clip. Objects created this way cannot have special qualifier, such as a gun having special types of ammunition loaded in, or water that has been blessed. No matter what item the character conjures forward, it cannot carry a value higher than what could be purchased with Resources 3. The object vanishes after one scene or as soon as it leaves the character’s hands or the character stops paying attention to it, whichever comes first.

    Exceptional Success: The item conjured can be of Size 5 or smaller, and can be of a value purchased with Resources 5.

    • Wizened: Items created by this Contract by Wizened remain until the end of the scene, regardless if the character is holding the object or paying attention to it.

    • Darkling: A Darkling may pull an object out of any dark space or shadow that she cannot see the end of.

    Catch: The changeling is pulling an object from a location belonging to, or guarded by, an enemy.
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    Re: Contract Codex

    Post by Admin on Sat Jul 30, 2016 9:56 am

    Mirror Walk (•••)

    You step into one mirror and, instantly traversing mirror space, out another.

    Cost: 2 Glamour

    Dice Pool: Dexterity + Athletics + Wyrd

    Action: Instant

    Duration: One turn

    Roll Results

    Dramatic Failure: The changeling becomes lost in mirror space. You roll each hour to return her to her original position. If she was reaching for an object, she drops it in mirror space and it becomes lost (though it can be retrieved with powers that reach into mirror space).

    Failure: The mirror remains solid.

    Success: The changeling steps into one reflective surface and out of another. Both surfaces must be large enough for her, and she must have physically touched them before. She can bring another person by holding hands, at a surcharge of one Willpower. The changeling can also reach through the mirror, allowing her to take an object from the other side. She can see through the surfaces while this Contract is active.

    Exceptional Success: The mirrors remain portals for this scene, and anyone may pass through freely (without the changeling's permission) in either direction.

    • Beast: After a dramatic failure, the Beast powers through and escapes to the target destination, rather than the original.

    • Darkling: The Darkling becomes mirror-like after exiting the portal, only reflecting what is already in the room. This renders her invisible to the naked eye for a number of turns equal to her Wyrd.

    • Grimm: On a Dramatic Failure, the Grimm can spend a point of Glamour to open a one-way portal into the Hedge.

    • Elemental: The Elemental can spend Glamour in place of Willpower to bring others through a portal.

    Fairest: A Fairest may spend an extra point of Glamour to keep the portal open for a number of extra turns equal to her Wyrd on a success. This point is refunded on an Exceptional Success.

    Catch: A blood relative is currently reflected in the receiving surface.

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    Re: Contract Codex

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