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.


** 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.


**** 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.


***** 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.

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