Tuesday, 5 December 2017

Pledges Part 01 - Overview and Sealing

Beware making deals with the fae.

Much of human understanding with the fae — including changelings, Huntsmen, the True Fae, and everything in between — comes down to that platitude. And yet, note the phrasing. “Beware making deals” is cautionary, not proscriptive. It isn’t that people can’t bargain with the creatures from the Hedge, it’s just dangerous and usually unwise.

Pledges, though, are an integral part of life for changelings, for a simple reason: They are attuned to the Wyrd, and the Wyrd takes statement of intent very seriously. How many times a day does a person say “I promise” or “I swear” or “so help me,” but with no real belief behind those words The Wyrd refuses to accept casual use of such phrases, and the fae are empowered to make such statements binding.

Changelings also make promises to one another, swearing oaths of loyalty, love, enmity, or simply friendship. Such oaths are made using the same power that gives the Wyrd the ability to seal statements of intent, but with very different purpose. An oath between changelings is taken with free will and full consent. To do otherwise is grave insult.
Finally, the fae can make promises of service, favors, or magic to others. The benefit to doing so is concealment — a changeling performing services to others ingratiates herself to the Wyrd, thus hiding effectively from Huntsmen (this is true in reverse, though; a Huntsman who stoops to performing a service to a third party might be demeaning himself, but he’s also a much more effective hunter because he’s harder to spot).

Sealing

The simplest form of a pledge, a sealing requires that a fae being see or hear someone make a statement of intent. The intent doesn’t have to be sincere, and the fae have been taking advantage of promises made in haste or exaggeration since human beings first started using language. A man who says to his son, “I swear, next time you come home late, I’m kicking you out” probably doesn’t mean it — but to the Wyrd, that doesn’t matter. A fae being can seal that promise, and the unfortunate father will be forced to either make good on his word or suffer the consequences.

Any fae creature can seal a promise. Changelings generally do it to give themselves leverage with human antagonists or cement a bargaining position. Huntsmen do it for similar reasons, though their end goal might be to steal the hapless subject away for the Gentry.

Creatures of the Wyrd (including changelings) are, for the most part, immune to the effects of sealing. That is, other fae creatures can attempt to seal their words, but since the fae know what to look for and can detect the slight fluctuations in the Wyrd needed to seal a statement, they can undo the sealing as quickly as it’s done. A changeling can allow her statement to be sealed; this is usually done in order to demonstrate that a changeling has every intention of keeping her word on a minor matter. A serious declaration of intent or honesty merits an oath (see below), but a promise of something comparatively mundane (“I promise, I won’t leave until we dance”) or a promise made if time is a factor (“Yes, truce, I’m not going to hurt you, now get in here”) can simply be sealed.

Most Courts don’t place any stigma on attempting to seal a statement, even if the other party undoes it immediately. To changelings, attempt to seal a statement isn’t so much an attempt to bind the other party with magic as a tacit statement that the sealing party is paying attention and expects the other changeling to keep her word. Likewise, undoing the seal isn’t necessarily a blatant declaration that the character will break her word, just that she doesn’t wish to be held to it magically.

Benefits
Sealing has very little benefit to the person making the statement. For the most part, the subject is simply locked into his words, forced to follow through on what he has promised or suffer the consequences. If the character follows through on what he has promised, without complaint or attempt to wriggle out, he comes through the experience wiser and fulfilled. Sealing provides no material or magical benefit, however.

For the character doing the sealing, the benefit is mainly in being able to hold something over the subject’s head. The sealer can release the effect at any time, unbinding the promise, freeing the subject from his words.

Consequences
A sealing is simple, quick magic, and breaking it has an immediate, annoying effect. Sometimes the oathbreaker feels tired or develops a sudden headache. Sometimes he experiences a brief run of bad luck. Extreme effects might include nosebleeds or subtle supernatural effects; the character’s reflection is reversed for an hour, for instance, or cream curdles in his presence.

The sealer can, however, increase the severity of the consequences by investing a bit more magic into the process. By doing so, the subject might be forced to suffer minor injuries or endure the sealer’s magic with no hope of resistance.

Systems
To seal a statement, the changeling needs to hear a subject make a statement of intent. This includes any phrase that expresses a pledge, promise, or plan to undertake a course of action. The statement doesn’t have to be something that the subject could actually complete, however. The changeling cannot seal a statement unless she is present when the subject makes it. If the changeling were to see a person type or write a statement, she could seal it. She cannot, however, scroll through a social media feed and seal every statement of intent she sees, nor can she seal a statement if she only sees or hears a recording.

To seal a statement, the player simply spends a point of Glamour. If the subject is another changeling, she can undo the sealing by countering with a point of Glamour of her own. Both parties are aware of what happened. If a player’s changeling allows her words to be sealed, she takes a Beat.

The player can decide upon a penalty for breaking the seal when the seal is made, or when it is broken. As stated under Consequences, the penalty is fairly minor. 

The player can choose from:
• Loss of one point of Willpower
• One point of bashing damage
• A -1 penalty to all rolls for one scene
• A -2 penalty on a specific Skill for one scene
• A -3 penalty for one specific roll
• A minor supernatural effect (character’s reflection faces the wrong way, character causes milk to spoil, cats scratch or bite the character, etc.) for one scene

When creating a seal, the changeling can also strengthen it. Doing so requires that the player spend a point of Willpower as well as a point of Glamour. If the character does this, the player can levy a more stringent penalty for breaking the seal, including:

• Loss of ability to regain Willpower for one day
• Suffering one point of lethal damage
• Suffering three points of bashing damage
• Loss of ability to spend Willpower for one scene
• A -2 penalty on all rolls for one scene
• A -3 to all rolls with a specific Skill for one scene
• A -5 to one specific roll
• Use of one of the changelings Contracts on the target, activated when the seal is broken (player rolls for the Contract and notes the successes; effect is applied when/if the subject breaks the seal)

A seal is broken when the subject either attempts to fulfill the promise and fails or becomes incapable of doing so. For example, someone saying “I’m going to kick his ass” would fail to fulfill this promise if he picks a fight with the other party and loses, or if the other party were to die before the fight happens. If the subject had said, “I’m going to kick his ass if he doesn’t leave my sister alone,” the subject is under no compunction to start the fight if the other party does, in fact, stay away from the sister. If, however, the other party dates the sister and the subject makes no attempt to fight the suitor, the seal is broken and the consequences apply.

Sealing a Huntsman
A changeling can attempt to seal the statement of a Huntsman, but doing so requires the player to spend a point of Glamour and roll Presence + Wyrd vs. the Huntsman’s Resolve + Wyrd.

Dramatic Failure: The Huntsman sees and notes the changeling, and can follow her. She gains the Paranoid Condition.
Failure: The changeling fails to seal the Huntsman’s words.
Success: The changeling seals the Huntsman’s statement. Huntsmen, being closer to the Wyrd than changelings or humans, are bound more strongly by their words. The changeling can levy a heavier consequence, just as if she had strengthened the seal (see above). The changeling takes the Paranoid Condition.
Exceptional Success: As above, and the changeling does not take the Paranoid Condition.

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