The target is told the conditions of the agreement, and are then told to swear an oath to abide by these conditions.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must swear an oath to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
As they put their name in the book, the ink sizzles like a water on a hot surface. Each time they are met with a moment where the oath is at risk, they remember the moment they took it.
You may make an oath with any number of physically-present, Sapient targets. Communicate the oath's terms to the targets, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must Signing the contract to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The targets cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the targets, you must succeed a contested Intellect + (Culture or Influence) roll.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
It is obvious to your targets that the oath you are proposing will be supernaturally enforced.
Cassiopeia tears or destroys the symbol of Horkos drawn upon it, summoning the authority of the God of Oaths to watch over the participants. The target must place their finger on any symbol of Horkos to accept Horkos' presidence over the consequences of their actions.
On promises:
Cassiopeia has been tricked many times in this life, and while her own stupidity could be brought into the argument, at the end of the day she was not the one to break her promises or take more than what she bargained for. If only the world respected vows as much as she did. Hoping never worked, though, has it? How unfortunate. How pitiful. She'll change this soon enough. She hates liars.
On Horkos:
A lesser Greek god, but dangerous nonetheless. Cassiopeia doesn't understand why people find the need to regulate themselves under the notion that some greater being is watching them, but if that's what it takes for people to play fair, then so be it. She'll gladly play into the enforcement of all the words so carelessly strewn into the wind. Be careful what you wish for.
On the symbol:
Making all these magical symbols to represent different gods and powers have finally come in handy!
You must use up any item with the symbol of Horkos (designed by Cassiopeia) in order to activate this Effect.
You may make an oath with a Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must place a finger upon a symbol of Horkos (designed by Cassiopeia) to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
When crafting your oath, you may opt to enforce compliance. If you do, any participant that wishes to break the deal must take 3 Mind damage and succeed a Self-Control roll. They may attempt once per day.
The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to place a finger upon a symbol of Horkos (designed by Cassiopeia).
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
Possession of this Power grants the following Trauma at all times: Iron Grip: Vows are everything to you. Whenever you find out someone has broken a promise to you, roll Self-Control to avoid lashing out at them or taking out your anger on nearby objects.
A white fire shaped like a rose burns and a phantom ring slowly forms around one of the users fingers once complete a man is formed out of smoke needling at the users feet.
Exert your Mind and spend an Action.
Summon up to 3 Sapient Men in hats at your location. They last until they are destroyed They are controlled by the GM but will follow any commands you give. This Artifact may have at most 3 minions active at a time.
Anyone who touches this Artifact will notice it warping their mind and may drop it. If they choose to hold or use it, they immediately receive the following Trauma: The boss; you are better then others roll self control to get you hands "dirty". If they lose possession of this Artifact, the Trauma heals over the course of the next day.
It's one thing to make a promise. It's something different to make a promise under God. With Jarrod having the power of God behind his words, those promises can become quite binding.
You may make an oath with a Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must placing a hand on a bible or cross, and saying "I solemnly swear" to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
You may revert a penalty for breaking one of your oaths on any participant other than yourself.
The target may be at any range, but you must still be able to communicate the terms to them, and they must be able to placing a hand on a bible or cross, and saying "I solemnly swear".
The same terms and penalties must apply to every party in each deal.
All oaths you create last 12 hours maximum
Her eyes briefly flicker a sinister green. Her mouth forms a subtle smile. You are entranced.
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
Possession of this Power grants the following Trauma at all times: Compulsive Liar.
You also gain the following effects:
The mobster presents a reasoned, logical case to the target: there's a lot of dangerous folks out there, and only they can offer safety... for a price.
If they agree, they will pay the mobster a monthly fee for protection. If they stop making their payments... well, let's just say, the mobster can't be held responsible for any unsavory types that might pay them a visit.
This Effect cannot be used unless you are making a deal to exchange money for protection.
You may make an oath with a physically-present, Sapient target. Communicate the oath's terms to the target, including the requirements and penalties for each participant. If all agree to the terms, you must Exert your Mind and all participants must shake hands to seal the deal.
Record the oath as a Condition. If a party breaks the oath, the Condition ends and they suffer the oath's penalty.
When crafting your oath, you may incorporate any of the following penalties:
The target cannot be compelled to agree via a direct threat of violence, another Effect, or another oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.