Black Pact
Create your character along with any mantle. This other mantle is who you were before you made a pact with a being of Black Power. The particulars of the pact are between you and the GM. But you got power for your trouble. If you have Black Influence marked, you will feel uncomfortable simply being in places with protections against Black Powers. The discomfort increases the more boxes of Black Influence you have marked. You cannot gain the benefits of rest in such a place at the very least. If strong enough, and if you are carrying marked boxes of Black Influence, it might actually hurt.
This mantle may be added to an already in play character. One merely has to find someone able to make a deal of Black Power.
Unique Conditions:
- Black Influence (5 - lasting) - Mark a box to be able to use one of your Black Pact stunts for the rest of the scene. Black Pact and Succumbed stunts work at increased scale unless otherwise specified. Unmark one box at the start of a new session. If all five boxes are marked and the character uses Black Power again (which you can do), the character succumbs. You may thereafter use Black power as you wish, until the next milestone. At the next milestone, change the character’s mantle to Succumbed, following the rules of transition specified there. Can you regulate?
Core Stunts:
- The Upside: You made a deal with the being granting you power. You got something from the deal with which you may do “a thing”. The “a thing” can be quite powerful, if you make the right bargain. Of course, if the “a thing” is not of Mundane scale, it is powered by the Black Power, accessed for the rest of the scene by marking a box of Black Influence. That bit probably wasn’t mentioned when treating with the ever-generous Black Powers.
- Lure of Power: Select any one Succumbed core or optional stunt as a stunt.
Optional Stunts:
- More Lure of Power: Select any one Succumbed core or optional stunt as a stunt. This may be purchased multiple times.
Some examples of "The Upside" the Black Powers could bestow:
- You could get a Knight’s Armor as per the Knight of the Realm.
- You could get a Condition or Stunt from another mantle, or a tightly related set of Stunts and Conditions from another mantle. If those stunts or conditions operate at a greater than mundane scale, it requires marking a box of Black Influence to access it for the rest of the scene.
- You could get an ensorcelled weapon of some kind.
- You could get a container that refills with a specific potion at the start of each session.
- You could be able to lay a specific weaving with a simple overcome action.
- You could gain the power to tear apart a Ward with an overcome action, gaining +2 to the attempt.
- You could gain a condition, like Evocation or Thaumaturgy. Or magic tutelage. Magic conditions, though they enable casting, do not require marking a box of Black Influence to use even when obtained though a Black Power deal (unless, of course you use them to access the Stigistic Aspect). By contrast, a True Fae condition as "The Upside" would absolutely require marking a box of Black Influence to activate. You also become attuned to the Stigistic aspect if you obtain Thaumaturgy or Evocation via The Upside.
- You could get a weapon that, as an action, you may set the blade on fire (or extinguish it), making it cause an extra shift of damage, also giving you a +2 to actions to intimidate people while holding a flaming freeking weapon. Plus it sets whatever the fire touches on fire, obviously. It won’t burn you as long as you keep the flame away from anything you don’t want to be on fire, like your clothes. It sheds light like a bright torch while lit.
- You could get a blade that cuts through any non-ensorcelled steel as if it were butter. After your first attack or defense with this blade that at least ties with your opponent, if they were wielding non-ensorcelled steel, their steel weapon is cut in two and pretty much useless as a weapon. This ensorcellment has no effect on weapons not made from metal.
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