Sosna and the other party enter a shared oath in which they are to gamble (for some kind of winnings determined by both parties). The game and the consequences of the game are enforced by Sosna’s magic.
This Effect cannot be used unless the oath can only be related to a gamble between Sosna and the other party..
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 (unless you win a coin flip) 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.
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.
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 target that the oath you are proposing will be supernaturally enforced.
All oaths you create last 12 hours maximum
Stan pulls down his shades, looks the person he's making a deal with in the eye, and lists out his terms and conditions to them. While this is going on, everyone gets the impression that the world goes a bit dark and a spotlight shines on the two. It sounds like camera shutters are going off; paparazzi can’t get enough of this. Afterwards, he asks if they agree to them, then they shake on it! The sensation of stardom fades away as if it were never there, only leaving the other person with just a taste of the fame. Was it even there?
Injuries are inflicted by converting stored potential energy located internally within their bodies into kinetic energy. Traumas and incapacitation can be caused by sudden concussions from the impacts.
You must actively and obviously use kickass shades to activate this Effect.
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.
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.
Donavan discusses a contract with the targeted individual before asking them wether they agree or not, they say yes, a contract is formed, they say no, well better luck next time
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 Verbally agree 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 another Effect or oath. If you would like to use clever wording to mislead the target, you must succeed a contested Intellect + (Culture or Influence) roll.
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 Verbally agree.
All oaths you create last 12 hours maximum
When our blood touches, you focus on it and see how it mixes, almost like two different colors blending together. After that, a blast of light wind appears, whether we are in a room or outside; it’s the same.
The demon doesn't want me to succeed in becoming wealthy, so it takes 100 euros from me to slow me down.
You must use up It automaticly takes 100 Euros away from me. in order to activate this Effect.
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 take a Severity-1 Injury and all participants must bleed into one collective goblet/vessel for holding liquid. 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.
You may revert a penalty for breaking one of your oaths on any participant other than yourself.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
Jeorge produces a piece of paper from a back pocket and places it down with a flourish. Tapping his pen to it manifests the terms on it and an appropriate amount of dotted lines for each participant to sign on. Once signed the paper glows and vanishes, to be reproduced at a moments notice whenever needed.
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 (unless you win a coin flip) and all participants must sign on the dotted line 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.
The same terms and penalties must apply to every party in each deal.
As I speak my voice begins to drone in my target's ears the terms of the deal slowly writing themselves in the air stretching out from the tip of my pen as I scribble in front of me before presenting an empty line for them to sign their name.
You must actively and obviously use My Engraved Pen to activate this Effect.
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 (unless you win a coin flip) and all participants must speak their name 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.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
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.