Chapter Four, Continued: Oh Just Pledge Me a River!
Pledges. Ple-d-ges. Pllleeeeedges. A funny word, pledges. I never understood why people got stuck on "add + and - elements until they equal 0 and you're done". A lot of people complain that CtL pledges are hard. Speaking as someone who gets increasingly frustrated with WoD/CoD Chargen because I feel compelled to minmax across four books (minimum) and shitty page references, I have to say: What crack are you on and maybe you should get help.
Anyway. Pledges. There are now entirely different kinds. Let's look at them, shall we? (I mean, that's why I'm writing this summary, so yes, lets.)
Sealing Pledges
No, this is not how to finish them, it's a type of pledge. I'm going to get confused on that. This is a fae creature sealing the accidental promise. I like their example: “I swear, next time you come home late, I’m kicking you out.”
Fae creatures (including Changelings) can undo this attempt against them. Ha-ha. It's a trust thing. Their example: “Yes, truce, I’m not going to hurt you, now get in here.”
Like Chapter 3, I really like the writer of this section.
There are no benefits other than keeping someone to their word. Punishments start from basic (one bashing, two-die penalty for one skill for a scene) to more severe for Glamour (one lethal, loss of ability to spend Willpower for a scene).
Another sweet example: “I’m going to kick his ass.”
Sealing Pledges seem like the Cantrip of pledges. Gotchas. They require one Glamour; they're not entirely freebies. They apparently can be escalated by the ST if two Sealed Pledges are at odds. Neat.
There is a specific system for Sealing Pledges on Huntsmen. You know, we really haven't covered Huntsmen. Maybe I skimmed it as a part of the setting/theme/fluff chapter, but I don't think I did.
For now: Huntsmen are who the Gentry send out to hunt down Changelings. They are not machines and not without compelling sympathy. I mean, why else would you hold them to their word if they had no word to hold them to. This system even makes it look like you can force them to accept it.
Maybe Huntsmen are not entirely faerie creatures?
*obligatory chinrub*
Oaths
Only fae creatures can create Oaths, tho others can be involved. Here Huntsmen are included. Okay then!
Oaths are permanent. They may be changed but never ended. Oaths include: Joining a Court or Freehold, Eternal Love, Eternal Enmity.
Here's a rule that's going to be forgotten if it's not elsewhere:
For a freehold, the changeling becomes a recognized part of the local supernatural landscape; the player receives a +1 to all rolls to navigate the Hedge wherever the freehold controls it.
Seriously heavy juju. The book does say that someone breaking an Oath does not leave it, merely changes their conditions in it. It does not go on to explain them here.
More Huntsman notes:
When changelings swear oaths with Huntsmen, hos- tile oaths are the most common. It’s a gamble, but many changelings would rather take the odds of a knock-down, drag-out fight or duel than the odds of escape from a single-minded captor. Likewise, some Huntsmen would rather take the odds of blessed destruction over returning to the Gentry’s service, but getting at that desire buried beneath the Fae Title to convince the Huntsman to agree to the oath is a difficult prospect.
*more chin rubbing*
Yeah, Huntsmen are slaves.
Bargains
This kind of pledge helps Changelings hide from Huntsmen, so it's pretty necessary. That's the carrot. Now for the stick:
To make a bargain with a person, the changeling has to reveal her true nature. She doesn’t have to be honest with the mortal about the particulars of her situation, but she has to appear to the person without her Mask and propose the terms of the agreement.
This. Changes. Everything.
You know how when you play on CtL Mu*s people are all, "Ensorcellment is evil because they will forever remember and be risks!" etc. etc.? Well here we are saying that risk has a reason, a purpose, and probably critical.
What it doesn't do is give a mechanical benefit, which I would sincerely consider house-ruling or pushing into, e.g., chase rules with Huntsmen. Here's what the book says:
A bargain gives the changeling a place among mortals, and tricks the Wyrd into assuming that she should be there. Huntsmen and Fae, therefore, see her not necessarily as human, but as a natural part of the landscape, a faerie fea- ture that is and has always been. A bargain isn’t foolproof, of course — the fae are persistent and powerful, and have many ways to ferret out the Lost.
That's it.
I don't even see 'spend one Glamour' in here anywhere.
So benefits: No longer a breakable system. The only thing that can be abused is that what the human promises and what the Changeling promises don't have to be anywhere close to one another. Another benefit: No free Resources.
Drawbacks? It's vague as fuck.
My ambivalence: There's no punishment for breaking or ending the Bargain.
... Next up, Oneramanancy.
One-er-man-cy.
Dreamwalking.