House Rules/Glamour

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This is a recap of game mechanics for gaining Glamour. (Unless otherwise stated, 'Glamour' and 'Banality' refer to your temporary pool value.)

Reverie

  • Summary: Inspire a Dreamer to create something.
  • Reference: CtD 212-214

Game mechanics:

At the beginning of a story, select a Dreamer (from Dreamers background or another PC) and a Musing Threshold (more info on page 214).

  • Inspire Creativity
  • Create Hope
  • Create Love
  • Create Calm
  • Foster Trust
  • Helping Those in Need
  • Foster Dreams

How long does it take to get to know the Dreamer well enough? Roll Perception + Kenning vs 8.

Successes Duration
1 1 year
2 1 month
3 Couple weeks
4 Few days
5+ Instant

Spend some time inspiring them (hours to weeks/months), then roll Manipulation + Empathy vs 6 (ST may adjust based on time spent).

  • Gain 1 Glamour per success.
  • Failure = go back to 'spend some time inspiring'.
  • Botch = go back to 'get to know'.

After a success, how long does it take before the same Dreamer can be inspired again? Roll the Dreamer's attribute + ability (something appropriate to the nature of their creation), use the same table as the Kenning roll above. Then you can go back to 'spend some time inspiring'.

Repeatedly using Reverie in the same location (e.g. a Dreamer's loft or studio) infuses the area with Glamour, which may attract other Dreamers and changelings.

Rapture

  • Summary: Inspire your own mortal side.
  • Reference: CtD 214

Game mechanics:

How long do you need to work on your creation? Roll Kenning, same as for Reverie.

Roll an attribute + ability (something appropriate to the nature of your creation) vs (6 + permanent Banality - permanent Glamour, ST may adjust based on time spent).

  • Gain 1 Glamour per success.
  • 5+ succs = also gain 1 permanent Glamour.

Repeatedly using Rapture in the same location infuses the area with Glamour, same as for Reverie.

Ravaging

  • Summary: Dump your Banality into a mortal, driving Glamour out of them.
  • Reference: CtD 215

Game mechanics:

Establish some relationship with the target, usually loose friendship. Optionally select a Ravaging Threshold:

  • Exhaust Creativity
  • Destroy Hope
  • Destroy Love
  • Create Anger
  • Break Trust
  • Exploit Dependence
  • Destroy Illusions

Roll permanent Banality vs 6.

  • Gain 1 Glamour per success.
  • Botch = gain 1 permanent Banality.

Target is unable to create/perform anything original/inspired for at least one day per Glamour stolen, and may gain some Banality or even be cut off from the Dreaming permanently.

Rhapsody

  • Summary: Burn someone out on a magnum opus, then destroy it for its Glamour. You monster.
  • Reference: CtD 215-216

Game mechanics:

Invest up to 5 Glamour in the target.

Roll the target's Manipulation + Expression (or another appropriate pool) + (amount of Glamour invested) vs 7.

  • Gain 1 Glamour per success, doubled if Unseelie (or Shadow).
  • Botch: Target gains 1 permanent Banality per 1 rolled, no one gains Glamour.

May be done by a group.

  • Invest up to 5 Glamour total (not per participant).
  • Each participant gets a portion of the gain proportional to their investment.


Holdings

Each dot of Holdings background (CtD 148) produces 1 Glamour per dot per day.

  • This can be shared with your followers, NPC retinue, and/or chimerical items with a Glamour pool.