By Jayke Rhyen and Kirstin Hargie
Harlequins are well known for their flamboyance in manner and dress. Those still found in Stygia still wear their tradiational Harlequin garb of black and white.
System: To do any of the arts of Audible Glamour the player must roll Manipulation + Befuddle (Diff. Of targets Perception + Alertness). Two successes are needed.
Visual Glamour This art allows a wraith to alter the vision of another by creating hallucinations in the targets peripheral vision.
System: The player must roll Manipulation + Befuddle (Diff. of targets Perception + Alertness). Each success determines the duration of the hallucination. Note: The hallucination is selected by the Storyteller.
# of Successes | Duration |
1 | One Hour |
2 | One Day |
3 | One Week |
4 | One Month |
5+ | Three Months |
Jesting: Jesting allows the wraith to communicate in a gestural language.
System: The viewer of the Jesting must roll her Perception + Enigmas (Diff. 7) to understand the gestural language. Only one success is necessary for each sentence conveyed. Only one sentence can be portreyed every other turn.
Storytellers Note: You may want the players to act out the sentence to be understood instead of rolling to see if the target can guess the sentence.
System: The player rolls Charisma + Befuddle (Diff. of subjects Willpower). The successes indicate the duration of amplification. This art requires one pathos.
# of Successes | Duration |
1 | One Hour |
2 | Two Hours |
3 | One Day |
4 | Two Days |
5 | One Week |
System: The player rolls Manipulation + Befuddle (Diff. 7). The illusion will last until its creator loses concentration. Imago requires one pathos.
System: The player rolls Manipulation + Befuddle (Diff. Of the subjects Willpower, or the highest Willpower in a group). To answer the riddle one must gain a number of successes equal to the riddlers Wits + Enigmas x 2 on a Wits + Enigmas roll (Diff. 7). Once the person/s tells the answer the enchantment is dissolved. This art requires one pathos per affected subject.
System: The player rolls Wits + Befuddle (Diff. 7). Each success adds one to the subjects difficulty (up to 9) on the next three rolls. Note: The number of times this power maybe used in a game should be decided by the Storyteller prior to the start of the story. If this power is overused it may be altered so that something unlucky will happen to the target with each success on the roll determining the magnitude of the unlucky situation. Jinx requires two pathos.
System: The player rolls Manipulation + Befuddle (Diff. 7). The illusion lasts until the creator is out of sensory range (sight), he terminates it, or it is destroyed. Impromtu requires two pathos + one willpower.
System: The player rolls Manipulation + Befuddle (Diff. 7). This illusion lasts until the creator terminates the illusion or it is destroyed. Glamour requires two pathos + two willpower.
System: The player rolls Manipulation + Befuddle (Diff. of the targets Willpower, or highest Willpower in a group). The number of successes equals the duration the illusionary realm will last (See Duration Table for Vision Glamour). The player must describe the realm and assign two health levels to primary illusions. He may spend additional pathos to add extra health levels 1p/2 health. The cost of creating a Psychodrama is three pathos + two willpower. Note: If the Psychodrama is created with the intent to do harm to the target the player will gain 2 angst per turn the target remains in the illusion.
System: The player rolls Manipulation + Befuddle (Diff. of the targets Perception + Alertness). Each success gives the illusion one extra health level and/or two die to do damage when applicable. All illusionary damage will disappear if the target realizes it is not real or if the illusion is destroyed. Note: Imago, Impromptu, or Glamour must be used to create the illusion. Fatuus requires one pathos + one willpower.