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Add Addendum / Erratum (Fate 3) by Altasaire

master
The Stranjer 4 years ago
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spells.rb View File

@@ -1090,6 +1090,21 @@ class Spell
:rules_text => "Oaths are supposed to be clearly defined as people take them on, but some witches create hidden terms. For the Duration of the spell, the witch may hide some of the terms of an Oath that might be inconvenient for one of the parties. They simply go unnoticed. For example, an Oath that is actually \"you will protect my dog from the True Fae over the weekend in exchange for $100\" might appear to the person accepting it as \"you will feed my dog once daily over the weekend in exchange for $100.\"\n\nThis allows extremely one-sided arrangements to be passed off as though they were fair. Oaths that appear too good to be true often actually are. Any attempt to pierce this deception is Withstood by this spell's Potency. The deceived party does not know the real terms of the Oath until the spell expires, but once it does, he does not need to be informed of them, he naturally realizes what he <i>really</i> agreed to."
)

spells << Spell.new(
:name => "Addendum / Erratum",
:fate => 3,
:practice => "Weaving",
:primary_factor => "Potency",
:cost => "1 Mana",
:withstand => "Composure",
:suggested_rote_skills => ["Politics", "Occult", "Academics"],
:authors => ["Altasaire"],
:rules_text => "The Mage takes a silver pen and writes in additional clauses into an already existent agreement. Pray that they do not change them further.\n\nFor the Duration of the spell, the target agreement or oath boasts up to Potency in additional clauses. Trivial clauses cost one point of Potency, median cost two, and severe cost three. The willworker cannot entirely overwrite existing clauses with this spell.",
:reaches => [
[2, "The Mage may also completely rewrite clauses, spending points of Potency on editing what is already there, as opposed to adding new terms."]
]
)

# TESTS

duplicate_spells = spells.group_by(&:name).select {| k, v| v.length > 1 }


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