Oathmaker

[ 1 ] Pursuer’s Seven-League Leap

A character who invokes this clause can leap truly prodigious distances. This allows the character to jump ravines or leap over buildings as well as long leaps over open ground for one action.

Cost: 1 Mana

Dice Pool: Athletics + Wyrd

Action: Reflexive

Catch: The character is pursuing an oathbreaker.

Dramatic Failure: The clause fails to activate. The character suffers a -2 penalty to make the jump roll.

Failure: The clause fails to activate.

Success: For every success, the character can jump 15 feet horizontally or eight feet vertically.

Exceptional Success: The clause additionally increases the character’s Defense score by two for the turn.

[ 2 ] Sense Tainted Vows

With this clause, the character can determine by touch if the subject has broken any oaths. The taint of a broken oath fades after a year and a day except for severe violations. This will also include violations that would not fall under the modern legal system, such as adulterers who violate their marriage vows (if their marriage vows included a pledge to forswear all others) or violations that seem minor, such as breaching a Terms of Service agreement for software.

Cost: 1 Mana

Dice Pool: Wits + Wyrd vs. Composure + Wyrd

Action: Instant, contested

Catch: The subject is swearing, or has sworn a pledge with the character.

Dramatic Failure: The character receives the wrong impression.

Failure: The character can’t tell if the subject is an oathbreaker or not, and is aware the clause failed.

Success: The character is able to sense the most significant oath or vow broken by the subject that still lingers on the subject. “Significant” is determined by the subject’s general understanding of the oath’s importance, though the character can still sense a broken vow even if the subject did not believe it was at all important. The clause tells the character the general nature of the broken promise, such as “marriage vow.”

Exceptional Success: The character can sense any and all broken vows that still hang about the subject, and gets a faint impression of the details surrounding the most significant violation. For example, a character might know sense that an adulterous husband cheated with an alluring brunette in a sordid-seeming bedroom, even if specifics aren’t revealed.

[ 3 ] Inexorable Pursuer

Invoking this power allows the character to resist the any mental or physical attacks that would seek to prevent them from achieving their goal for the duration of the scene.

Cost: 1 Mana

Dice Pool: Resolve + Wyrd

Action: Instant

Catch: The character has successfully overcome supernatural efforts to sway the off course in the last 24 hours.

Dramatic Failure: The character suffers a two-dice penalty checks made to resist emotional or supernatural manipulation.

Failure: The character suffers impediments as normal.

Success: The character gains a two-dice bonus to any attempts to resist emotional or supernatural efforts to impede her efforts or sway her from her course.

Exceptional Success: The bonus rises to five dice.

[ 4 ] Relentless Pursuit

This clause gives the character a general idea (direction and rough distance) of where his subject is, so long as they are under the same sky. The clause for 12 hours.

Cost: 2 Mana

Dice Pool: Stamina + Wyrd

Action: Extended (number of successes equals every 50 miles between the character and the subject)

Catch: The character never stops to rest for more than 15 minutes in his pursuit of the subject. The character can ride cars or planes but must be the one driving or otherwise controlling the vehicle.

Dramatic Failure: The character is given a completely wrong direction.

Failure: The character cannot sense his subject.

Success: The character is able to sense the distance and direction of his subject.

Exceptional Success: Not only does the character know where his subject is, but the character gets a flashing vision of what the subject is doing at the very moment the clause is first invoked.

[ 5 ] Cruel Vengeance

Invoking this clause demands that the character publicly accuse her subject of oath-breaking. The character must also describe the oath or pledge the subject has broken for this clause to take effect. If the subject has, in fact, not broken this vow, the clause does not take effect. If he has, the clause grants him a brutal ability to punish his foe.

Cost: 2 Mana

Dice Pool: Presence + Wyrd vs. subject’s Manipulation + Wyrd

Action: Instant

Catch: The subject of the clause is a member of the character’s crew.

Dramatic Failure: The character suffers a two-dice penalty on his attack rolls on that specific subject for a month’s duration.

Failure: The clause does not take effect.

Success: The character’s damage is upgraded from bashing to lethal, or from lethal to aggravated, when attacking the target. In addition, his subject’s Defense rating is reduced by 2, and the target suffers a -3 penalty to any dice pools made against the character.

Exceptional Success: The target’s Defense loss is increased to -4 (to a minimum of 0), and the penalty to dice pools made against the character is increased to -5.

Oathmaker

Come Sail the "Sea" jonathan_carroll