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Promises of Knowledge, Skill, and Beauty are perfect for tempting unwary Characters to bargain with the powers of darkness.

Acquire Knowledge [Specific Field] (Divination)
Level: Ceremony 1, Talisman 4, Pact 2, Mad Invention 3, Preternatural Power 2
Affected Area: User or Recipient
Duration: Until Dawn
Saving Throw: None

The Recipient temporarily acquires knowledge equal to that of the best-informed expert in a field of study, such as English History or Biology. The character will need not make any Ability Check to recall information in the relevant area. The knowledge acquired is only that which is known at the current time. For example, if the Effect is used to Acquire Medical Knowledge during the Bloody Era the Recipient will know about the basic principle of inoculation, but will also believe that bleeding is an effective remedy. The Recipient will not acquire modern knowledge of genetic disorders, for example.

Acquire Skill [Specific Skill] (Blessing)
Level: Ceremony 1, Talisman 4, Pact 2, Mad Invention 3, Preternatural Power 2
Affected Area: User or Recipient
Duration: Until Dawn
Saving Throw: None

The Recipient becomes temporarily skilled in a particular field of endeavor, such as sculpture, shooting, or lock-picking. The Recipient can automatically perform ordinary tasks associated with the skill, and enjoys a +1 on Ability Checks to function exceptionally well (or under duress). If Acquire Skill is used to bestow a fighting-related skill (such as shooting, boxing or swordsmanship) it grants a +1 Bonus on appropriate Checks during fights.

There is a separate version of the Acquire Skill Effect for each field of endeavor. For example, one version of the Effect may make a Recipient a skilled equestrian, while another makes the Recipient a good dancer. Each version of the Effect must be located and learned separately.

Beautify (Glamor)
Level: Ceremony: 0, Pact 1, Talisman 3, Mad Invention 2, Preternatural Power 1
Affected Area: 1 Recipient.
Duration: Until Dawn
Saving Throw: None

The Recipient’s physical appearance is temporarily brought closer to their culture’s ideal of beauty, conferring the Asset “Beautiful”. The recipient is still recognizable, but their facial features and body characteristics will be subtly altered to be more desirable to others. For the typical inhabitant of the Old World during the Ghastly Age, that means that crooked, rotten teeth will be made straight and whole; facial features will be made more symmetrical; and any smallpox scars will be eliminated. Stooped postures will be corrected, and withered limbs will assume a healthy appearance (although paralyzed or otherwise useless limbs will remain so). All noxious bodily odors will be temporarily suppressed. Bodies will be reshaped to be closer to the forms of classical statues (but actual Strength, Dexterity, and Constitution scores remain unaffected). The Recipient receives a +3 Bonus in all situations where a positive first impression and physical beauty are important.

Beautify cannot be used as a method of disguise. The Recipient always remains recognizable, and will actually tend to attract attention.

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