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Book of Glamour

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Angelus Morningstar Dream Shard Dream Shard Book of Glamour Book of Glamour  Author: Angelus Morningstar  Artwork : Gavin Hargest  Add itio nal wri tings adapt ed fr om Chang elin g: the Dreaming and Dark Ages: Fae Acknowledgements Lost Shards are fan- made prod ucts designed for use with the  Wo rld of Dar kne ss book, Cha nge lin g: the Lost.  A bsence of trademarks fro m copyrighted materials does not constitute a legal challenge to the original owners. Any or igin al material is the intellectu al pr op erty of Angelu s Morningstar unless otherwise c redited . 1
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Page 1: Book of Glamour

8/3/2019 Book of Glamour

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Angelus Morningstar 

Dream ShardDream Shard

Book of Glamour Book of Glamour 

 Author: Angelus Morningstar

 Artwork : Gavin Hargest

  Additional writings adapted from Changeling: theDreaming and Dark Ages: Fae

AcknowledgementsLost Shards are fan- made products designed for use with

the   World of Darkness book, Changeling: the Lost.

 Absence of trademarks from copyrighted materials does not

constitute a legal challenge to the original owners. Any 

original material is the intellectual property of Angelus

Morningstar unless otherwise c redited.

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Angelus Morningstar 

 What follows is a number of new optional rules that

Storytellers can implement to explore the pathological way 

that glamour can impact upon a game. Storytellers and

players may choose to not implement these rules if they 

feel that focusing too much on the collection, measure and

consumption of glamour will detract from the stories they 

 want to tell.

If Storyteller and players do wish to use these systems, it

is recommended that they keep a track of the emotionalresonance imbued into each mote of glamour. They might

do his by tracking it on their sheet, by an alternate method

that almost anyone can use is to have a deck of cards.

Simply assign one suit to one of the four overriding

emotional resonance of the Courts and deal those cards to

the players as they gain those emotional motes. IF the

changeling wants to, they can give the players ability to

choose which card (or mote of glamour) that the

changeling uses, or alternatively, ask the player to shuffle

the deck each time they use glamour to randomly 

determine which emotions they are tapping into.

Storytellers can use this for all manner of plot devices asthe random or deliberative flavor of glamour that gets used

can be used to impact upon the game and events in subtle

 ways.

New Rules: GlamourRush

 When a changeling consumes a mote of glamour, the

emotions of those memories can come rushing to the fore

of the changeling’s mind. The practiced abuser of glamour

is principally able to relegate these emotions to the jumble

of bubbling emotions that play constantly through their

mind. This is typically what happens for changelings whoare used to glamour.

However, when tapped by someone new to the flood of 

glamour, such as the ensorcelled, or other non-faerie

creatures, the emotional weight of the experience

overwhelms their conscious mind and they have a flash

back to the experiences of that stolen memory. In this state

they may even act out the actions of that memory, which

may be highly dangerous if the specific memory is

psychotic or dangerous in anyway. Fortunately such

dangerous memories are not that common and changelings

  who collect them are distrusted. For the most part, the

emotional surge will provide the user with an embarrassing

scene that they can remember for a long time.This system is not designed for the typical use of 

glamour of the average changeling. Most of them are

conditioned to its effects by the time their durance has

ended and able to pass off the surge of emotion. It is more

reserved for characters experiencing glamour that have no

natural tolerance for it. Instead, changelings must deal

 with a much greater danger posed by abuse of glamour –

that of Reverie ( see below) .

 At appropriate moments of glamour use, a character

should roll their Willpower.

Roll results:

Dramatic Failure: As failure.

Failure: The character falls into the memory, re-

experiencing its moments with intense clarity. Particularly 

strong scenes may overwhelm the character and cause

them to be “possessed” by the memory.

Success: The character feels the surge of the emotion

flood her mind. Particularly strong scenes may give the

character quick flashes of what occurred, but nothing more.

Extraordinary Success: The character feels a slight surge

of emotion only.

New Rules: DoldrumsIt is dangerous for changelings to run low on glamour.

Though she will not suffer physical injury for this, shebegins to feel weak, even ill. Like any addiction, when

denied the substance of choice, the mind and body begin

to go into withdrawal. However, glamour is a mystical

substance. Abusers of glamour will find they face

 withdrawal of their very being. Should a changeling’s level

of glamour ever fall to two points, her thoughts start

becoming hazy and distorted, the sense of beautiful

madness that glamour fills her with begins to fades away.

 As long as she has only two points of glamour left she

suffers from the mild derangement Avoidance ( avoidance

is towards things of faerie). Further, her Mask begins to

turn itself against her, and the changeling is no longer ableto naturally see through the Mask as though she were a

mortal.

 As she sits on her last point of glamour, her memories

become jumbled and dazed; like half remembered figments

of the imagination. She begins to question herself and

 wonder if what she recalled was real, or mere fantasy. Yet

even here, there is a sensation of something missing, some

terrible part of her life now out of her grasp. Does she

accept the haunting madness of her experiences that seems

hauntingly familiar yet alien all in one, or does she choose

the comforts of the mundane. As long as she is on only one

point of glamour she suffers from the effects of the Fugue.

To determine how much of what a changeling canremember of her faerie life, consult the following chart:

 Willpower Fugue

10 Everything is remembered with crystal

clarity.

9 The entirety of the encounter is remembered

as if it were yesterday.

8 Nearly everything is remembered, though

some of the details may be hazy.

7 The individual is slightly confused and

possibly shaken, but it able to recall most of 

his experiences, though many of the details

are vague.6 The character has a vague memory of what

occurred, but is plagued by doubts as to the

 validity of the experience.

5 A hazy recollection of the experience is

possible, but the individual doubts her own

memories. She dismisses the experience as a

momentary delusion, unless she has physical

proof.

4 The person may experience occasional vivid

flashbacks of his more significant

experiences, but the otherwise seem like a

distant dream.

3 The individual recalls only vague, dreamlike

images, and doubts that the experience ever

occurred.

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Angelus Morningstar 

2 Something must provoke the memory and

even then the experiences are recalled as

nothing more than a faded dream.

1 The character has only faint scraps of  

dreamlike recollec tion and completely 

denies the experience ever occurred.

Should she ever lose her last point of glamour, her

systems go into shock and falls into a state of extreme

catatonia. They enter a motionless, apathetic state,oblivious to external stimuli. Changelings in this state

have nearly non-existent physical movement, make little

or no eye contact with others and become mute and rigid.

The changeling wil l remain in these states until she is force

fed some glamour to raise her out of this state, where she

should be subject to Glamour Rush.

New Rules: Ennui At first glance it may seem that certain changelings

have a nicer or even easier methods of harvesting glamour.

Such is not the case. Humans are not eternal fonts; their

psychic energies radiate only so much in an amount of time. If a changeling draws too fast and too deep from their

target they run the risk of burning them out, ripping out

the ability to feel the emotion they most desperately need.

Many changelings try to delude themselves that the

process of gaining glamour doesn’t hurt anyone. A number

of them even convince themselves that they are doing

some good by taking away a person’s bad memories. This is

not the case. The Harvest is nothing more than a psychic

rape of their victim. With each Harvest they are taking

away a fragile part of what makes them human. They are

taking the very foundation of what makes them cogent and

individual.

  Whenever a changeling draws glamour from theirtarget, they lose a temporary point of Willpower. That is,

the psychic energies of their will have been stolen and

transfigured into a substance palatable by the changeling,

through the medium of the emotion.

Mortals who have been tapped too much by 

changelings can plummet into a pit of emotionless apathy 

known as Ennui. Drained they become listless and unable

to generate the emotions stolen from them. Even worse,

certain mortals can be so completely drained of their

memories and being that they become naught but empty 

shells. These abominations are known as Husks and they 

pose a danger to both changelings and mortal- kind alike.If a changeling should draw more glamour from a target

than they have Resolve (meaning they lose more

  Willpower than they have Resolve) then the target

sustains Ennui. The lost Willpower is rejuvenated at a

much slower rate than normal, in that they may only 

regain 1 Willpower per number of days equal to the

changeling’s Wyrd. Neither can they use their Virtue nor

  Vice to replenish this pool as Ennui removes all their

desires and wants. To denote Ennui, mark a dot above all

the Willpower dots whose temporary Willpower point was

taken. As the character regains their Willpower, erase

these dots to indicate the al lev iation of Ennui.

In the example below, the mortal victim has a Willpower of 4 (human average) and a Resolve of 2 ( also

average). The changeling has taken three points of 

glamour from his target which is one more than his Resolve

permits. He suffers Ennui.

If the changeling’s Wyrd is 1, he will regain Willpower

at a rate of one per day. If the changeling’s Wyrd was 4 he

 would regain 1 only at a rate of 1 every four days. To helpremember this ratio, write down the changeling’s Wyrd in

the top left or right corner of the sheet.

The changeling may attempt to draw glamour from a

target even whilst they’re suffering from Ennui. The

emotional memories that they’re after are still in there, the

character simply cannot tap them directly. To do so, the

changeling initiates whatever process she desires to draw 

glamour.

If the changeling’s Harvest drains the target completely 

of Willpower then the character runs the risk of becoming

a Husk. The mortal’s mind begins to crumble as their very 

identity is being consumed.From this point the changeling can begin to devour

permanent Willpower dots. Each dot takes five successes to

devour, but also generates five motes of Glamour for the

changeling. If the target is drained of  all their Willpower

dots, the victim becomes a soulless Husk. A Fae who does

this, on Clarity 2 or more must make a degeneration check.

Effects of Ennui

  A mortal in Ennui finds the world drab, gray and

apathetic. They are unable to feel a single, solitary emotion

in this time. Though they still have a sense of self-

preservation they are unable to muster the same emotional

urging, meaning they possibly don’t respond to threatsquickly enough. Their reflexes are certainly dulled, as their

initiative modifier is capped by the number of Willpower

points they have.

For the duration of Ennui, the victim is considered to

have the following Derangement:

Depersonalization (severe):  Victims feel divorced from

the world around them and their own identity and

physicality. T he person experiences reality in a dream-like

state as though everything they experience is hazy or

unreal. Recognition of self breaks down; he or she finds

that when looking in the mirror, her face is not familiar,

though logically he or she is completely aware of his or her

identity.Some describe the feeling like being a ghost. No matter

how hard the person tries, she cannot feel like they are

genuinely interacting with the world. They can't seem to

perceive themselves as being normal. While the person is

struggling to feel everything as normal, there is a part of 

their selves, which begs to just give up and stop struggling.

  A sufferer from depersonalization can be especially 

susceptible to suicide, undertaking the suicidal process

calmly and easily without real awareness. Simply put,

depersonalization is an alteration in the perception or

experience of oneself, so that the self is felt to be unreal;

the person feels detached from reality  and/or their ownbody or mental processes.

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Will of the Prodigals It won't be long before a player comes up with the

idea of trying to mind rape a supernatural creature.

This is dangerous and may scar the changeling.

Before describing the effects of mind raping these

creatures it should be pointed out that any creature

  with a supernatural template does not suffer the

effects of Ennui, even though the changeling is stillconsuming their willpower. They have sufficient

psychic defenses to keep their minds together.

Furthermore, it should be pointed out that only 

mortals can suffer the risk of being Husked,

supernatural creatures simply cannot have their

fundamental will ripped from them in the same way as

ordinary mortals. Such creatures have their own

innate psychic resilience that changeling’s cannot

penetrate with this activity .

New Rules: Reverie

Changelings who use glamour dance on the edge of aknife of madness. The addictive properties of glamour are

  what cause changelings to fall to Reverie. If not used

carefully, glamour’s addictive and overwhelming rush can

overpower a changeling’s delicate balance of Clarity,

throwing her psyche into disarray. Whenever a Fae uses

Glamour she rides its tide of emotions and pleasure

through will alone. Through practice and discipline a Fae

can master these urges. It requires an inner strength that

few mortals possess. Yet, ev ery time there is a chance that

they will fall into a state of supernatural madness called

Reverie.

 When a changeling falls into Reverie, they are subject

to a delusional episode, where the world around themdramatically changes and warps. However, unlike mortal

delusions, a changeling is fueled by the flow of the Wyrd,

and their delusions have a terrible tendency of manifesting

in reality. In effect, the madness of the changeling is so

acute, that her aberrant vision of reality takes over for a

short time and imposes itself upon the natural order.

The duration of Reverie lasts only for a scene, but

 within that scene, chaos and discord reign. There are five

  ways in which Reverie may manifest, from the deeply 

personal and internal, to the world sundering. The more

 volatile the state of Reverie, the more it inflicts itself upon

the world.

Resisting Reverie

Resisting Reverie is an instant action. Whatever the

cause of Reverie, changelings may try to maintain control.

The rule doesn’t change any, but it bears repeating: A 

 Willpower point earns a character three extra dice on the

roll to resist Reverie, as it does with most other rolls.

Dice Pool: To determine Reverie, the player rolls their

 Wyrd + Reverie factor based on the glamour overdose

• Dramatic failure on a clause; clause level used

• Failure in channeling; clause level

• Consuming Dross; Potency of Dross

• Placing victim into ennui; 1 per glamour gained• Husking a victim; 2 per Willpower dot*

 Action: Instant and contested against the changeling’s

own Willpower.

Dramatic Failure: The changeling does not fall to

Reverie and the next Reverie roll made for him in the

same scene ( for channeling) or within the same day ( for

others) does not add the overdose modifier.

Failure: The changeling does not fall to Reverie

Success: Reverie occurs. The number of successes on

the Reverie roll determines its severity.

Successes Severity  

1 Malady  

2 Fracture

3 Discord

4 Tempest

5+ Rapture

Exceptional Success: The changeling suffers from

Rapture.

Malady At its most basic, Reverie is turned inward. It fuels the

flames of madness that lie within. The changeling suffers

from the effects of Glamour Rush (see above). If the

Storyteller is using the rules for the Shadow thechangeling’s Shadow is active and at a threshold equal to

the Changeling’s Mantle. If the changeling’s Shadow is

already higher than the Changeling’s Mantle, then the

Shadow remains at that level.

Fracture When a changeling suffers from Fracture, he Mask slips.

The Mantle of the changeling becomes exposed, slipping

past the illusions of the Mask in a way that is blatant and

obvious even to mortal eyes.

The level of the changeling’s Mantle determines how 

potent the display is. Refer to the descriptions in

Changeling: the Lost for each of the Court’s Mantle

descriptions and exaggerate how they appear. The nature

of their Season will begin to overflow into the immediate

 vicinity.

Spring: No matter where the changeling is, flowers will

bloom in her vicinity (even on dead branches), or a small

flash storm will punctuate the vicinity.

Summer: An oppressive and sweltering heat haze surges

around the changeling, causing water to steam slightly and

dry objects to wither and crackle.

 Autumn:   An aura of gloom manifests around the

changeling, casting everything into a cold darkness. Mist

seems to roll in obscuring the local area for a while. Winter: The immediate vicinity suffers a snap freeze,

 water chil ls over and the ground crackles with frost. Waters

and free flowing air comes to a dead still as though in

halcyon.

 No Mantle: Changelings with no mantle will suddenly 

seem completely mundane to all eyes as though she were

reinforcing her Mask.

DiscordIf the Reverie t ransforms into Dicord, it causes any 

number of strange and uncanny effects to emerge into the

  waking world. The changeling’s delusions manifest into

something real that twists and disturbs the world about her.The following is a list of wild effects that may take place as

a consequence of Discord. The degree of effect is

equivalent to the Changeling’s Mantle.

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The duration of these effects lasts the remainder of that

scene.

1st Degree Effects

This degree of effect is normally an irritation at best.

They should provide a sense of serious discomfort, such as a

burning itching, or a fearful desire to run away .

Feather’s Touch: The changeling will feel like they are

being mercilessly tickled reducing al l dice pools by 1.Haven:  The effect emits a zone that the changeling

cannot enter preventing them from approaching c loser

than 8 or so meters.

Humiliation:    A sense of tremendous embarrassment

flushes the changeling. She must spend an extra point of 

temporary willpower on all willpower expenditures.

Poison Ivy :  A burning rash breaks out across her skin.

  Whipping Boy :  The changeling visibly flinches at

making eye contact. Meeting someone’s eye for any 

duration requires a successful willpower roll.

2nd Degree Effects

Second- degree effects can be problematic for a

changeling; they should either make her feel pain, make

her feel nauseous or ill.

 Anthrophobia : The changeling is filled with a terrible

fear of mortals ( including ghouls, wolf–blooded and

sleepwalkers) . Approaching them requires a successful

 willpower roll with a –1 to the dice pool.

Flagellation:    Whip marks scourge the body of the

changeling causing pain.

Glamour Sink :  All contracts cost one more point of 

glamour than normal.

 Nausea :  The changeling is wracked with a sickening

nausea that makes her vomit violently if she moves tooquickly (more than half her speed) or takes any strenuous

action.

Sensory Overload:  One of the changeling’s senses

becomes so sensitive that it is overloaded to the point of 

pain. The changeling suffers a –2 penalty to al l her rolls.

3rd Degree Effects

 At their middling strength effects begin to be fearful for

most changeling. T hey can instill a sense of depression or

fear in the changeling, strike her blind or banish her from

sight.

Dilation: The changeling is slow to respond and moves

through time as though her speed was halved. She actsonly every second turn and gains only half her initiative.

Frailty : The changeling is inflicted with a minor Frailty 

for the rest of the scene.

Glamour Burn:  Glamour begins to burst her arteries,

for every point of glamour spent the changeling takes one

point of bashing damage.

Razor Wind:  The effect causes the air around her to

slice her with razor sharpness cutting and making the

character bleed profusely.

 Wild Magic: It becomes harder to control her Glamour.

Subtract two dice from her willpower for Reverie checks.

4th

Degree Effects4th Degree effects will make most changelings shudder.

She may be rendered paralyzed, suffer temporary amnesia.

Lightning Strike: The changeling is struck by lightning

and suffers electrical burns, dealing 4 points of bashing

damage.

Once More With Feeling: The changeling is swept up

into a song and dance that she cannot engage in any other

physical activity for the duration.

Paralysis: The changeling is completely unable to move

from paralysis.

Sensory Deprivation:  The changeling loses the use of her dominant sense for the duration.

 Wilderness:    Whenever the changeling performs a

Contract she must check for Reverie.

5th Degree Effects

If a changeling ever encounters a 5th degree effect they 

are in real danger. Such effects may turn the changeling to

stone, flay skin, fly into rage or fall temporarily into Lethe.

St. Vitus’ Dance:  The changeling collapses from

suffering epileptic fits.

Exile: The changeling must flee as far away as possible

from the sight of the effect up to a maximum distance of 100 km.

Immolation:  The changeling catches fire with a

powerful intensity.

Fearsome Visage:  All of the changeling’s glyphs take on

a monstrous appearance and will cause fear and fright for

all those who gaze upon her.

Gorgon’s Curse: The changeling is turned into a stone

statue. If the statue is destroyed before the effect wears off 

the changeling dies.

Tempest  When a Tempest occurs, the very essence of the

changeling’s Mantle erupts into a violent tempest. Thehigher the Mantle is, the greater the eruption of 

destructive force. Changelings without mantle slip into a

catatonic stupor for the duration of the Tempest as the

torrent of emotions find no way to express themselves.

Spring Mantle

Rank one: The changeling experiences a shifts in colors

and perceptions that leave her dazed and confused, for the

duration of a scene the changeling suffers a penalty to all

perception based tests equal to her Mantle. Further, a c loud

of biting gnats or similar insects emerges around her, biting

at her skin. For days afterwards, the changeling’s skin

continues to itch or feel sore from the bites.

Rank two:   A swarm of locusts, or similar insects

emerges within the changeling’s sensory range, descending

upon woven fabrics and harvested food. The locusts swarm

for a scene and seek to consume anything c reated but

organic (such as clothing, ropes or furniture). It deals them

a number of points of damage equal to the changeling’s

Mantle. At the end of the scene, they seem to disappear

from wherever it was they emerged. Furthermore, all

  witnesses will find their senses horribly confused and

 warped, levering a penalty to their perception tests equal to

the changeling’s Mantle factor for the scene.

Rank three: Thickets of brambles and thorns burstthrough the cracks in the ground range and the nooks and

crannies of the walls within sensory range creating large

structural damage in any buildings or similar edifice. This

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damage is equal to the changeling’s Mantle. The

changeling herself becomes horribly confused and filled

 with a strong confusion that robs her of her Wits. For the

duration or the Tempest, she suffers a penalty to her Wits

based tests equal to the changeling’s Mantle. Both effects

last for the duration of a scene, after which, the plant-life

seems to shrivel and fade away, leaving behind whatever

damage they wreaked.

Rank four: Larger plants, including small trees, seem toerupt from the walls and floors within the changeling’s

sensory range forcing cracks and rents in structures around

the changeling as roots crack floors, branches shatter

  windows and press against roofs. S tructurally unsound

buildings, or buildings of a small enough Size (equal to or

less than ten times the changeling’s Mantle) will simply 

collapse. Creatures within sensory range of the changeling

 will be overwhelmed with a subtle malady, obfuscating and

clouding their thoughts, brining their instincts to the fore.

People will suffer a penalty to their Wits based tests equal

to the changeling’s Mantle and act primitively, according

to their Vice or other instinctual urges for the scene. Theplants, however, remain for a longer duration, not

completely fading until the next sunrise or sunset,

 whereupon they seem to fade into the background leaving

the traces of their wreckage.

Rank five: There is almost and explosion of greenery, as

carpets of grass roll out smothering all in its path. Gigantic

trees erupt from the ground and thickets stretch in

between, covering all within sensory range with a lush

 verdant forest. The density of this forest (the Strength

required to push through it) is equal to the changeling’s

Mantle. Furthermore, all creatures within sensory range of 

the changeling are transfigured into a simple animal of 

some description (one suited to their personality). For theduration of a scene, the creatures will move about as

animals, after which they revert to normal. The greenery is

more pervasive, taking a whole day for the local

environment to revert to normal.

Summer Mantle

Rank one:  A core burst of heat wells up inside the

changeling causing the changeling to suffer a number of 

points of bashing damage equal to her Mantle. Her body 

 will break out into a heat rash and appear sunburned.

Rank two:  A concussive blast of heat radiates off the

changeling causing combustible things around her to

crackle and smolder. The changeling and anyone within

the changeling’s sensory range suffer a number of points of 

bashing damage equal to her Mantle. Victims will appear

slightly singed and the smell of burnt leather and hair will

linger about her for days.

Rank three: Small flares of fire burst from the

changeling and small combustible materials catch on fire.

The changeling and suffers a number of points of lethal

damage equal to her Mantle and will suffer from first-

degree burns.

Rank four:  A large wave of flame flares out from the

changeling touching everything within sensory range.

Combustible objects are engulfed in flames and a patina of molten metal bursts in the immediate vicinity doing a

number of points of damage to objects in the vicinity equal

to the changeling’s Mantle. The changeling and anyone

 within the changeling’s sensory range suffer a number of 

points of lethal damage equal to her Mantle, victims will

suffer from second-degree burns.

Rank five: A storm of molten metal rains in the sensory 

range of the changeling. The firestorm does an amount of 

damage to objects in the vicinity, ignoring Durability,

equal to the changeling’s Mantle. Victims within range,

including the changeling, suffer a number of points of 

 Aggravated damage equal to the Mantle. All victims willbe suffering from third- degree burns.

Autumn Mantle

Rank one:  A fetid stench of rotting effluence engulfs

the changeling, filling her with nausea. If the changeling’s

Stamina is less than or equal to the changeling’s Mantle

she will promptly throw up. If it is less than or equal to the

changeling’s Mantle –2 she will be overwhelmed with the

nausea, causing her to collapse for the scene.

Rank two: The wave of nausea fills the immediate

atmosphere, causing all creatures in its vicinity to suffer the

following effects. If their Stamina is less than or equal to

the changeling’s Mantle she will promptly throw up. If it is

less than or equal to the changeling’s Mantle –2 they will

be overwhelmed with the nausea, causing them to collapse

for the scene. Furthermore, various food products within

sensory range, like milk, juices and other liquids, will

curdle and become fetid, unpalatable for consumption.

Rank three: The changeling is hit with a wasting

disease. She temporarily loses a number of boxes in her

health chart equal to the changeling’s Mantle. This

attrition lasts for a whole scene, after which the lost

attributes restore themselves at a rate of one per day. Her

skin becomes wane and rank, her form withered and weak.

In her vicinity (sensory range) , food begins to rot and various wooden structures warp and stone becomes eroded.

Rank four:  A wasting disease hits all people within

sensory range. They temporarily lose a number of boxes in

their health chart equal to the changeling’s Mantle. This

attrition lasts for a whole scene, after which the lost

attributes restore themselves at a rate of one per day.

Furthermore, in the vicinity of her sensory range, blight is

released afflicting food, crops and other living creatures.

Most produce will wither and rot off their plants. The

ground becomes soaked wet, leaving muddy puddles

everywhere impeding quick movements somewhat.

Rank five:   A belching blight emerges from the

changeling like a buzzing swarm of flies. This miasmic

cloud billows across the immediate vicinity of the

changeling (within sensory range) and will cause any living

creature or similar produce to begin to rot. Stored or

otherwise preserved food will turn bad and any food

recently consumed will turn sour leaving their consumers

slightly queasy. All creatures in the vicinity will be struck 

  with a disease that has a toxicity rating equal to the

changeling’s Mantle. The damage dealt is lethal, and is

inflicted once a day until cured or treated.

Winter Mantle

Rank one: A small blast of chilling cold steals throughthe changeling, freezing her to the marrow and making her

limbs feel numb and heavy. For the duration of the

Tempest, the changeling temporarily suffers a penalty to

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their Dexterity equal to the changeling’s Mantle, including

derivative attributes such as Defense.

Rank two: The creeping chill steals out across the

 within the changeling’s sensory range. Dew and moisture

upon objects turns to frost, covering most things with a

film of ice. A ll people within sensory range, including the

changeling, suffer from a deep marrow-biting chill that

inflicts numbness to their limbs. All living creatures

temporarily suffer a penalty to their Dexterity equal to thechangeling’s Mantle, including derivative attributes such as

Defense.

Rank three: Puddles snap- freeze and trails of slick ice

cover many moist surfaces. Locks, doors and many similar

portals throughout the horizon are held shut by the frost,

requiring Strength equal to the changeling’s Mantle to

break open. The changeling’s body is filled with a terrible

lethargy and slowness. For the duration of the Tempest, the

changeling’s movement, Defense and initiative are halved,

and the changeling suffers a penalty to her Wits equal to

the changeling’s Mantle.

Rank four:  Within the changeling’s sensory range, asnap freeze occurs. Sheaths of ice seem to climb up walls

and across the road, blocking many of the convenient

routes and sealing most windows and other portals, each

  with a durability equal to the changeling’s Mantle. The

people within sensory range are caught in this snap freeze

and will begin to suffer hypothermia and a desire to go to

sleep. To avoid the desire to sleep a person must test with

Resolve + Stamina, with a penalty to the roll equal to the

changeling’s Mantle.

Rank five:   A deathly quiet extols across the

changeling’s sensory range. The world is simply covered in

an icy- tomb, snap frozen into immobility. A ll the living

creatures in the changeling’s sensory range are turned intolife-like statures for a number of minutes equal to the

changeling’s Mantle. Even after they return to life, they 

feel numb and unfeeling. Roads, doors and other pathways

are simply cut off and cause the entire place to be isolated.

 Any attempts to leave or pass through their barriers will

require a number of successes equal to the changeling’s

Mantle on a relevant extended roll.

Rapture At it’s most dangerous, a changeling may suffer from a

Rapture, which manifests an Oriel, a crack between the

 waking world and dreaming realms. Here the crack opens

 wide and sucks the changeling into the dreaming realms.

 Where the crack opens depends largely on the changeling’s

Mantle, the higher the Mantle the more dangerous the

location. Furthermore, for every dot of Wyrd above one the

changeling has, one of the changeling’s companions or

other targets in the vicinity will be sucked in along with

them.

Mantle One: The Oriel’s power is only strong enough

to dump them into the nearby Hedge. Though the

 wilderness can be tricky and confusing, the changeling

should eventually be able to navigate her way out.

Mantle Two: The Oriel throws the changeling and

companions deeper into the Labyrinth, placing them inlocations that are difficult to navigate back from, or

territories that might be hostile.

Mantle Three: The Oriel opens up into an Oubliette.

Though this place can be hostile to the changeling, the

changeling arrives in a location that is reasonably safe, for

a while. The Oriel, however, is likely to draw unwanted

attention.

Mantle Four: The Oriel opens up into the depths of the

  Widderslainte. Truly horrific stories are told of being

landed in such innately hostile territory.

Mantle Five: Woe to those who suffer from a level fiveRapture as the Oriel steals the characters away into the

Somnus itself. Many changeling stolen away like this,

never return to tell the tale.

New Rules: ContagionMadness is infectious, especially for mortals exposed to

the supernatural maladies of the fae. Whenever a mortal is

exposed to the magics of the fae, without some measure of 

protection (such as those offered by ensorcellment), they 

run the risk of being infected with the madness of Faerie.

Mortals that glimpse a changeling in her mien will be often

be inflicted by this delirium. Any mortal affected by the magic of faerie stands a

chance of being dream struck, or infected by the madness

of the place. No amount of psychotherapy or non-magical

recall will allow the mortal to remember the events.

 What happens to the mortal largely depends on their

 willpower. There is no roll made, the results are based on

the effective level of willpower the mortal has when they 

encounter the supernatural magic of Faerie. However, if 

this is the result of seeing a changeling in her mien,

subtract the changeling’s Mantle from their effective

 willpower.

To determine how strong the contagion is, consult the

following chart whenever a mortal witnesses a Fae in hermien.

 Willpower 10: These people are the Iron- willed for

they are completely cognizant and able to function as

normal. These people will remember the events of this

encounter as clearly as any other event of their lives.

 Willpower 8-9: These mortals have a phenomenal sense

of will. In confronting Faerie they can function as

normally, with the caveat that though they realize the

events are out of the ordinary, they will not view them as

alarming unless confronted with direct danger. Upon

exposure to Faerie they suffer a mild derangement for that

scene.  Afterwards only the most intense aspects of the

experience and remembered, leaving only a half- lucid

event as though they had been drunk or intoxicated. A 

successful Intelligence + Composure check al lows them to

remember the experience (but not the nature of Faerie or

the fae), and Extraordinary Success brings total recall.

 Willpower 5-7: Mortals at this level can resist most of 

the effects of Faerie. Whilst in its presence they function as

normal, seeming to accept the anomalies of Faerie as part

of normalcy. As long as this mortal remains enthralled by 

Faerie, they will suffer from any of the derangements of the

changeling with the highest Wyrd in that scene.

Once outside, they forget enough of the ev ents to makeit seem like a lucid dream. On a successful Intelligence +

Composure check, the mortal will have vague recall,

enough to make it feel oddly real but only recalled in a

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 vague symbolic way. An Extraordinary Success will allow 

her to recall a general overview of the events but not well

enough to remember details clearly.

 Willpower 3-4: This is the level that most mortals exist.

 At this level, mortals function in a deep dreamlike state,

  with a modicum of their own sense of self- preservation

they will attempt to defend their own life if needed. They 

 will suffer from the derangements of the changeling with

the highest Wyrd for a number of nights equal to that Wyrd.

Once free of their enthrallment they forget most of the

events, grasping only fleeting images of it that are hazy and

confused.

  Willpower 1-2:  Any human at this effective level of 

 willpower the mortal is completely subject to Faerie. Not

only do they maintain the changeling with the highest

 Wyrd’s derangements for a number of nights equal to that

 Wyrd she becomes a carrier for the Faerie as well. Any 

other mortal she comes into contact with for any period of 

length ( an hour or more of interaction with them) will

suffer those derangements for an entire day and night.Once the mortal is free of contagion their madness is

such that there are simply no memories for them to block,

just gaps in the mind of the mortal, who may even deny 

the desire to introspect them.

  Willpower 0: If for some reason a witness’ effective

 Willpower is reduced to zero, they suffer all the effects of 

the above, but at the end of it all they gain a permanent

derangement most appropriate to the scenario. If they have

no derangements they may gain one of the mild

derangements belonging to the changeling with the

highest Wyrd in the scene. If they already have that

derangement it may be upgraded to severe.

The HarvestGlamour is neither free nor cheap. For a changeling to

Harvest glamour she must somehow either tap into the

deep wellspring of their emotional reservoir, or inflame a

profound emotion in that moment there and then. Much

of a changeling’s life is dedicated to the Harvest. To find

this Glamour a changeling must either induce these

emotions from their prey, or rip it out of them by force.

The changeling must therefore be able to manipulate

people in a manner of their choosing so that they can

gather what they need.

 While the core book of Changeling: the Lost presence adefault method of harvesting glamour, it is reasonably 

simplified. For stories where the Harvest is not a central

component, that will probably serve the purposes needed.

  What is presented here are three systems of Harvesting

glamour to deeply invest into the storytelling of the

Harvest. These rules assume the use of the rules of Ennui

and Reverie (see above). Storytellers may choose to use

these all the time, or only for certain scenes to highlight

aspects of the Harvest.

Exhumation

The first and most subtle method of gaining glamour isthrough the process of exhumation. This allows a

changeling to draw upon deeply buried emotions from a

target and subtly siphon them off for glamour in a slow and

careful way. This method is probably the most favored by 

changelings because it causes the least amount of 

psychological trauma in their victims as the changeling is

attempting to draw out emotions that lie deep beneath the

surface of the consciousness. They are memories so far into

that person’s past that it becomes difficult for them to

notice it missing.

They take childhood memories that have less relevance

but still contain strong emotional virility. They take

memories that have been bottled up or suppressed. Or they take memories that are lost amongst many others of its own

nature. These are the deeply dwelling memories that must

be tapped into by an Exhumation.

To draw into these memories a changeling must initiate

a drawn out process that lets her psychically delve into the

subjects mind, like a deep hypnosis; and, like hypnosis,

once the processes is initiated the subject enters into a

trance like state. The changeling must continue to engage

the victim, speaking and directing the subject to this

memory ( if a specific one is known) or generally trying to

find a suitable one. As she does so, these hidden memories

come welling to the surface as the subject revisits theirexperience.

Because of the finesse requires to perform this feat, a

changeling cannot simply perform Exhumation on any 

person. The changeling must either be touching the target

or have an accordance with them ( accordance is a property 

of Dominion which were described above). Only once this

is achieved, can the changeling begin the process.

System

Once the connection is established the changeling

makes an extended roll contested by the subject’s

 Willpower. The dice pool used will be largely dependant

on the manner the changeling searches for the emotions. If they do it through a casual conversation it may be

Manipulation + Empathy. If they attempt to mentally 

probe the victim’s thoughts it might be Intelligence +

Occult. The amount of glamour that they can draw 

depends on the amount of successes gained. Multiple

successes indicate that the changeling has either

discovered a singular potent emotion, or a number of 

smaller emotions of the same variety .

Dice Pool: Seeking pool contested by the subject’s

 Willpower

 Action: Extended; target number equals number of 

points of glamour to be drawn out. Each roll takes

approximately ten minutes of communion with the target.Roll results:

Dramatic Failure:   All successes are lost immediately 

and the target immediately snaps out of their trance and

develops a mild aversion to the changeling in question.

The changeling cannot attempt to draw glamour from that

target again for the night.

Failure: The changeling fails to find any memories of 

significance or fails to draw a strong enough

Success: The changeling feels the surge of the emotion

flood her mind. Particularly strong scenes may give the

changeling quick flashes of what occurred, but nothing

more.Extraordinary Success: The changeling feels a slight

surge of emotion only.

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EbullitionThe second most common method of Harvest is that of 

Ebullition. This method has the changeling quickly 

inflame a target’s emotion and then directly consume that

single experience. It is a direct and almost v iolent psychic

assault on her target that tears the glamour away in one

single rapturous burst.

Ebullition has a few advantages over Exhumation. Theprimary one being that it doesn’t need accordance or touch

to work. Any singular mortal target may be subject to its

effects ( any creature with a template cannot be affected by 

Ebullition) . Another more enjoyed benefit is that the

experience can be quite thrilling for the changeling.

During the process of Ebullition the changeling develops a

strange synergy with her victim, allowing her to feel the

thrill of the emotions she wishes to consume almost before

they are transmuted into glamour. A secondary benefit that

is not readily apparent is the fact that the v ictim rarely 

remembers the event. This is primarily because the

memory stolen in the action is in fact the act of the attack 

itself. The victim simply cannot remember the assault.

However, Ebullition is not without its limitations. It is

an all or nothing process and can only be performed on a

singular target in a single night. Furthermore, the

maximum amount of glamour that can be harvested from a

single target is capped by their Resolve (2 for most

humans). This means that a canny changeling can

potentially take a few draughts of glamour from a number

of different targets in a single night.

There is no single roll that can decide this; it is entirely 

based on whatever tactic is used and may in fact be more

the purview of roleplaying than mechanics. As an

impromptu system, the Storyteller may elect to set theplayer an extended test with the appropriate dice pool

(Presence + Intimidate to induce fear, Manipulation +

Persuasion to arouse them or even Dexterity + Athletics to

physically taunt them into rage) . The target number is the

number of points of glamour they wish to consume, and the

time between rolls is based on the difficulty of their task.

Consult the extended actions chart for a guideline.

System

Once the desired emotion is inspired in the target, the

changeling rolls their Wyrd. The mortal has no defense

against this.

Dice Pool: Wyrd

 Action: Instant

Roll results:

Dramatic Failure: As failure.

Failure: The target loses no willpower and the

changeling gains no glamour. The victim recalls the

experience.

Success: The changeling gains one mote of glamour and

the victim loses one Willpower point for every success.This is capped by the target’s Resolve.

Extraordinary Success:   As normal success, but with

higher amounts of glamour gained.

EpiphanyThe final and the rarest method that a changeling can

acquire glamour is through the process of Epiphany. In this

 way, the changeling is able to rape the psyche of her own

mortal memories. This can only be done in places where

the flesh and dream merge, such as within the Hedge or

 within a mortals’ dreams.

The process is neither easy nor pleasant. Thechangeling essentially tears a hole in her own mind to

erupt the flow of its own glamour. In doing this, the

changeling is sacrificing part of her own psyche. For every 

point gained she loses one of her own points of Willpower,

she also suffers a point of Ennui for every point thus gained.

 A changeling, however, may not consume her own dots of 

 Willpower, no matter the situation.

System

The system is simple. The changeling rolls her Clarity 

and gains a number of points of glamour equal to her

successes.

Dice Pool: Clarity  Action: Instant

Roll results:

Dramatic Failure: As failure.

Failure: The changeling gains no glamour.

Success: The changeling gains one mote of glamour and

loses one Willpower point for every success. Each point

taken creates a point of Ennui.

Extraordinary Success:   As normal success, but with

higher amounts of glamour gained.

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