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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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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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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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