Once the deal is made and both parties shake hands, afterwards both parties will have a black dot in the palm of their hand until the deal is broken.
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 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 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.
All oaths you create last 12 hours maximum
Her eyes grow pink, her voice drops down and she becomes something not normal as the deal making process begins to start
This Effect cannot be used unless she must know the person’s true name.
You may make an oath with any number of 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 say thank you or please 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.
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 targets may be at any range, but you must still be able to communicate the terms to them, and they must be able to say thank you or please.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see her eyes glow pink and her voice becomes deeper and cracks that are on her skin that begin to grow down her arms, looking like it is chipping away at her.
It is obvious to your targets that the oath you are proposing will be supernaturally enforced.
Possession of this Power grants the following Trauma at all times: I can fix it, loss of a friend, and indetted.
Benedict smiles and converses with the target(s) and makes an offhand joke about the deal. e.g.: "My, you you look mighty strong with those skills of yours. If those were ever pointed at me, let's hope you fall asleep before it hits. Ha ha!"
[If you so ever choose to attack me, you will go unconscious before it even lands.]
The Business card has his initials inscribed on it's back end that glitters gold. Once used up, it fades into standard black ink. Once the Oath has been broken, the business card turns blank.
You must use up Business Card 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 Exert your Mind and all participants must shake Benedict's hand 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.
When the gift is used (a deal is being made or offered) the iris of this prosthetic eye grows in size while the pupil shifts into an infinity sign.
This artifact was created by Mizani, one of the 10 Celestials of Kiswahili. Also known as the Architect of Peace, Harmony, and Balance. It channels the power of karma in the universe to correct corruption, injustice, and callousness. Although anyone can obtain and use this artifact, it has unique requirements for each user. Power for power, and eye for an eye. But Magdalene lost her eye in a sacrifice, and the was no requirement place upon her.
This Effect cannot be used unless enough light to illuminate the holder's entire person. If there is even a sliver of shade from an external object obstructing light, the Effect can’t be used.
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 look the holder in the eyes 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 look the holder in the eyes.
Whenever a participant breaks the oath, you are immediately made aware and may even witness the act as if standing nearby.
When he is making a deal This power Becomes a part of him and he also gives up a part of himself when he makes a deal that’s why the aura is so strong when he is using this ability and whoever is near him when this is happening, they feel their stomach curl if they look at him While he is doing this this is radiant energy and as soon as the deal is made and whenever he makes a deal, the person that is on the other side of the deal feels an energy of some sort like breaking the fragment of reality
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 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 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.
Anyone who witnesses you during this Effect's activation will almost certainly be disturbed to see when people are looking at him while he is using this ability, he looks like he is growing horns and becoming some sort of demonic creature and this aura of violence and death just starts radiating off of him, making everybody’s stomachs Twist fear.
As Sora recites the oath, crimson flames begin to spill out from the ball at the head of the staff. Flowing to every oathtaker and marking them with a ringed tattoo of flame.
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 grasp the staff as the flames spill from it 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.
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.
It is obvious to your targets that the oath you are proposing will be supernaturally enforced.
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.