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The Tower
The Tower
Uses for Glamour...
"Look on my works, ye mighty, and despair!"
~Percy Bysshe Shelley
Here are some arts & realms that may be useful to a Noble.
Thought
This is the realm of all things relating to memory or emotional state.
* Specific Thing
This is a memory about a specific thing. It is a single memory, and
cannot be used to affect all memories of a person or thing.
Ability: Crafts
** Specific Feeling
This is an emotion about a specific person or thing. For example,
a feeling of happiness associated with a playground, or a dislike
of brussel sprouts.
Ability: Expression
*** Specific Time
All thoughts and feelings being felt at a specific time. The time
period cannot be longer than an hour, and must be remembered
by the target at the time of the cantrip.
Ability: Mythlore
**** General Thing
All thoughts and feelings associated with a single object or
person.
Ability: Enigmas
***** General Feeling
A specific emotion. Examples include happiness, sadness, anger,
lust or boredom.
Ability: Empathy
Examples
Chicanery
Fuddle: Cause target to be confused about a memory or
emotion.
Fugue: Very specific removal of memories and emotions.
Haunted Heart: Very specific creation of feelings associated
with memories.
Veiled Eyes: People don't notice specific memories and
emotions.
Captive Heart: Make someone believe they are something from
memory.
Legerdemain
Gimmix: What you have to think on or feel to grasp something.
Ensnare: Thoughts or emotions that have to be felt to ensnare.
Effigy: Duplicate memories and emotions.
Mooch: Describes what must be thought of to move something.
Phantom Shadows: Create an illusion from memory.
Primal
Willow-Whisper: Describe what you must think on or feel.
Heather-Balm: What thoughts or memories must be felt for
healing to occur.
Oakenshield: Describes what emotions must be felt.
Holly-Strike: What must be thought of to cause damage.
Elder-Form: Describes what emotion you are changing.
Soothsay
Fair Fortune: Describe what the subject must think of or feel.
Boil and Bubble: Describe what the subject must think of or
feel.
Tattletail: Describe the mental state of what you perceive.
Augury: Describe what memory or emotion will be involved.
Fate Fire: Describe what memory or emotion Fate will work
through.
Sovereign
Protocol: Describes the mood affected by the cantrip.
Dictum: Describes what the subject must think of or feel.
Grandeur: Describes what you must think of or feel to affect the
subject.
Weaver Ward: Describe the thoughts or feelings of what is being
protected.
Geasa: Describe the objective of the Geasa.
Wayfare
Hopscotch: Describe what you must think of to jump.
Quicksilver: Describe what you must think of to move quickly.
Portal Passage: Describe what you must think of to pass
through the portal.
Wind Runner: What you must think of or feel to fly. (Think
happy thoughts)
Flicker Flash: Describe what you must think of or feel to
teleport.
Culpuum
By David Gallo (gallo@connectnet.com)
Attribute: Perception
Description
Culpuum is the lost Art of guilt.It
should be noted that Culpuum is not merely an Art -- it is a
method. By going through each level of Culpuum, a Sidhe
could slowly bring justice upon his subject.
Often, victims of murders or people that have been wronged
would also ally themselves with the Sidhe nobility.
Note that it is not necessary for the subject to actually be guilty.These powers can be used in their raw form, but it is much more
satisfying to use it against those truly guilty. This power will not
work against the purely innocent -- young children.
* Curtain
This allows the fae to hide secrets, thoughts, even things or
people. Realm determines the subject affected.
Realms:
Actor:
Describes who is hidden/whose secrets; a
secret about this person.
Fae:
Describes who is hidden/whose secrets; a
secret about this person.
Nature:
Describes what/where is hidden; a secret about
this Realm.
Prop:
Describes what is hidden; a secret about a thing.
Scene:
Describes an area that is hidden; a secret about
the area.
Successes: Each success gained increases the difficulty of
Perception rolls to find the target, or to lower difficulty of Stealth
or Subterfuge rolls. Successes also dictate the amount hidden.
The caster can choose to divide the successes between difficulty
and size. If a caster was willing to lower the difficulty to affect
something of larger size (or vice versa) then the successes would
be split appropriately.
- One Success
+1 difficulty/Simple thought; one word; size of
a hand-carried object.
- Two Successes
+2 difficulty/Average thought; one sentence;
size of a person.
- Three Successes
+3 difficulty/Complex thought; one
paragraph; size of a small room.
- Four Successes
+4 difficulty/Several thoughts or partial
memory; a story; size of a large room.
- Five Successes
+5 difficulty/Whole memory; an epic story;
size of a building.
** Acumen
This art is used to discern hidden facts or to find that which is
hidden. Note that this will not work on things that are lost -- that
would call for Soothsay. This power deals with that which is
deliberately hidden. This power can be used to counter Stealth,
Subterfuge, the powers of Curtain -- even Obfuscate or other
supernatural hiding methods.
Realms:
Actor:
Describes who is hidden (or who is hiding
something); describes a secret about the
subject.
Fae:
Describes who is hidden (or who is hiding
something); describes a secret about the
subject.
Nature:
Describes what is hidden; a secret involving the
subject.
Prop:
Describes what is hidden; a secret involving the
subject.
Scene:
Describes a hidden place; a secret involving that
place; where a thing/person is hiding.
Successes: The number of successes add to Perception rolls (but
not to those involving this Art). Consult the chart for Curtain to
find out the type of secret. Each success adds one success to
Perception rolls.
*** Ordeal
The Noble would use Ordeal to determine the guilt of a
subject. The Ordeal would involve different methods. Some
Noblity would gently insinuate details of a secret into the
subject's life, while others would take the form of the one
wronged to evoke a response. Depending on how the subject
would act towards this information, the Noble could determine
whether they were guilty or not. Sometimes, even those who
were not guilty would feel guilt after being the subject of an
Ordeal.
With this power, a Noble can do many things. He can choose
to take the form of a murdered victim around the murderer, or he
could cause secrets to leak repercussions into the subject's life.
The most important thing to remember is that this use of the Art
should be used to continually bombard the subject, so that he
eventually dwells on the object of guilt. This drains him of his
Willpower so that the Final Justice can begin.
Realms: Realms determine how the ordeal manifests itself.
Actor:
People in the subject's life seem to know more
than they should, or behave strangely toward
him; the Noble can take the form of a mortal
involved in some way.
Fae:
Same as Actor, except can involve creatures of
the Dreaming.
Nature:
An element that has significance to the subject
and situation.
Prop:
An object that has significance will pop up more
often; perhaps items will take on symbolic
meanings.
Scene:
A place of significance will be brought up often
or certain things will happen in a place to remind
the subject of the object of guilt.
Successes: Successes determine how effective the Ordeal is.
One success will be extremely subtle, whereas five successes
would be a continual bombardment. At three successes the
Noble can manipulate appearance of things to speed the
process along -- even herself! Though it would take more than
five successes to warp the subject's senses enough to feel guilty
all the time... consult the following chart to determine how much
Willpower is drained and how long the Ordeal lasts. For instance,
with three successes, the subject could immeditately lose 3 pts of
Willpower, or two points per turn for five turns.
- One Success
Lose 1 pt of Willpower; effect lasts five turns.
- Two Successes
Lose 2 pts of Willpower; effect lasts one
scene.
- Three Successes
Lose 3 pts of Willpower; effect lasts one
game session/one week (whichever is of
lesser duration).
- Four Successes
Lose 4 pts of Willpower; effect lasts one
story/one month (whichever is of lesser
duration).
- Five Successes
Lose 5 pts of Willpower; effect lasts one
chronicle.
**** Censure
Censure is the power to blame someone. With this power, a
Noble can blame someone and put behind it the full furore of
the Dreaming. When the subject is blamed, he suffers a personal
attack. How he deals with the attack is another matter. Many
people lie to escape blame, or they may shift the blame to
another. When this power is in use, the subject must bear the
brunt of the blame.
Censure will turn the Dreaming against the subject (and most
other supernatural influences as well).
Realms:
Actor:
Describes who is Censured.
Fae:
Describes who is Censured.
Nature:
Describes the object of Censure (or what
delivers the Censure)
Prop:
Describes the object of Censure (or what
delivers the Censure)
Scene:
Describes the area of Censure (or the area that
delivers Censure)
Successes: The number of successes describe the degree of
Censure. Greater success will cause the Dreaming itself to turn
against the subject whereas lesser success will cause personal
trauma. Note that Censure can cause harm to supernatural
creatures in different ways -- a Garou could lose favor with his
Totem, his gifts could turn against him, or Gaia herself could
forsake him...
Each success will raise the difficulty to interact with others (or to
use supernatural powers). Alternatively, the Noble can use this
power to directly harm the subject, thereby exacting vengeance.
This power could take form in physical injury or misfortune that
befalls the subject.
- One Success
The subject trips or is set back in some way;
Effect is immediate; difficulty +1.
- Two
Successes
The subject suffers one Health level; effect lasts
three turns; difficulty +2.
- Three
Successes
The subject suffers two Health levels; effect lasts
one scene; +3 difficulty; simple, learned powers
abandon the subject (lower level Arts, Arcanoi,
Spheres, Gifts, Disciplines, Numina/rituals).
- Four
Successes
The subject suffers three Health levels; effect
lasts one day/game session; complex, learned
powers abandon the subject (higher levels of
powers -- also Realms and mystic items).
- Five
Successes
The subject suffers four Health levels; effect lasts
one story; intrinsic powers abandon the subject
(Faith, Glamour, Rage, Gnosis, Avatar, etc).
***** Obloquy
The power of disgrace -- known as the Final Justice amongst the
Nobility, this power can draw out feelings of self-loathing and
truly ruin a person's life. It also has the terrible effect of
overcoming Sovereign. Not even the Sidhe are immune to their
own disgrace.
This power basically makes life hell for the subject. It also can
potentially nullify Sovereign and the Sidhe birthright of Noble
Bearing. Unseelie Nobles are able to gain Glamour from such effects
because they consider vengeance an artform.
Sidhe and Trolls suffer even greater disgrace. When subjected to
it's power, Sidhe and Trolls lose their birthrights. In any case, any
fae subjected to this power will be considered oathbroken, even
if they are not. It is rumored that a version of this power was used
on the founder of House Liam long ago. Strangely enough,
members of House Liam do not suffer from this power like
others. They gain an extra two dice to resist the effects of
Obloquy. This power can cause Garou to lose Renown.
Realms: The realms affected dictate who or what carries
disgrace. Effectively, people lose Willpower and objects or
places are cursed -- making them carry the same fate to
whomever associates with them. Also, the Soothsay power of
Boil and Bubble is usually attached...
Actor:
Who suffers Disgrace.
Fae:
Who suffers Disgrace.
Nature:
What the source of Disgrace is; what the
Disgrace is attributed with (sometimes
chimerical storms or worse follow those who
suffer this Art).
Prop:
What the source of Disgrace is; what carries the
Disgrace. (Objects usually fall into disrepair
when Disgraced. For some reason, Nocker
creations tend to be slightly more susceptible
due to their already flawed nature.)
Scene:
The area of Disgrace (places tend to run derelict
when Disgraced... after all, no one wants to
take care of the slum lord's apartment
building....)
Successes: Each success increases the level of Disgrace and the
results that attend it. It also determines how long the disgrace lasts
and how much Glamour is gained from the subject. Once again,
the successes can be split for desired results.
For the purposes of countering Sovereign and Noble Bearing,
each success counters a success gained for Sovereign (or adds to
the roll to resist). Noble Bearing requires three successes to be
overcome, and it will stay suppressed for as long as the Noble
succeeds at using this power.
- One Success
Gain one point of Glamour; Suffer minor
indignity.
- Two
Successes
Gain Kenning in Glamour (if Kenning is only
rated at one, then gain two points); suffer great
indignity.
- Three
Successes
Gain Kenning + 3 in Glamour (at least 4 points);
suffer shame.
- Four
Successes
Replenish the Glamour pool; subject is scorned.
- Five
Successes
Gain a Permanent point of Glamour; the subject
suffers a great curse.
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