Professional Documents
Culture Documents
Dream Shard
Tome of Madness
Acknowledgements
Lost Shards are fan- made products designed for use with
the World of Darkness book, Changeling: the Lost.
A bsence of trademarks from copyrighted materials does not
constitute a legal challenge to the original owners. A ny
original material is the intellectual property of A ngelus
Morningstar unless otherwise credited.
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Derangements of Virtue
The following section showcases how a changelings
madness can manifest through the emphasis of their
Virtues and can provide guidelines on what derangements
to give changelings who suffer degeneration as a result of
pursuing their Virtue.
Charity
Hyperempathy (mild): Your character becomes
sensitive to the suffering of those around her. Not only
that, but no matter the situation she cannot help but
identify with the victims suffering. She tangibly feels the
pain of these people and this floods her with a sensation of
guilt at the blessings she has. She can only alleviating her
guilt by somehow addressing this suffering.
Effect: Whenever your character encounters someone
in a state of suffering she must roll Resolve + Composure.
On a failure the character feels the ills and pains of the
target. If they have wound penalties she feels encumbered
by the same penalty, if they are fatigued, starving or
exhausted from such things as poverty or abuse then she
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Faith
Demagogue Syndrome (mild): The character begins to
feel that she is touched by a divine or true source beyond
the microcosm that is her self. Inspiration floods her sense
of self with a divine righteousness and her words become
infallible in her mind. This doesnt mean she cannot
actually lie, only that she is unable to confront the reality
that she might not be correct in whatever that she says.
Effect: Whenever the character is demonstrated to be
fallible the character must make a Resolve + Composure
check. Failure means the characters faith is shaken for a
while as she loses a point of willpower.
Messianic Complex (severe; follows Demagogue
Syndrome): The characters believes she partly divine.
Where she walks, she walks according to its plan. Her will
is simply an extension of the will of the divine. She is in
perfect synchronicity with the world around her. To
oppose this or to offer evidence to the contrary will utter
shake the foundations of her faith. She comes to think she
is invincible or undefeatable. If your character is ever
shown evidence of being anything other than the right
hand of the divine, she loses one point of Willpower as her
psyche over- rides these inconsistencies and disbelief.
Fortitude
Thrill-seeker (mild): The characters sense of judgment
is somewhat impaired by her need to engage in extreme
activity. She keeps trying to push herself to her utmost
limits, trying to balance herself on the thinnest edge
between safety and danger. However, sometimes the
character fails to make the accurate judgment about where
that line of safety lies.
Effect: When the character is in a situation that
requires constant assessment and judgment ( combat,
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racing, knife throwing etc ) she must make a Wits +
Composure check. If she fails she suffers a 2 penalty when
performing that activity.
Daredevil (severe; follows Thrill-seeker): The character
is a true adrenaline junkie. She can only find satisfaction
by placing herself in positions of extreme danger. She is
filled with nervous energy and always on the edge. The
moment some form of thrill is presented to them ( combat,
skydiving, base jumping or any form of extreme sport) she
must spend a willpower point not to immediate run to
engage in the activity.
Hope
Escapism (mild): Your character begins to reject the
mortal side of her nature, obsessing over the mysteries of
Faerie. She begins to gloss over the cruelties and terrors of
her durance in Faerie and begins to wonder what went
wrong and how to correct it. Like the victim of abuse, she
begins to rationalize away the hurts and pains seeking to
immerse herself in her faerie nature.
Every time the character encounters an feature of her
mortal past, such as her family, her Fetch or other
memento, she must roll Resolve + Composure. Failure
indicates that the character is convinced that she is losing
herself to the cruelties of real life and must hunt for more
Glamour at the first opportunity.
Reality Erasure (severe): Your character becomes
irrationally afraid of the decaying nature of her own
mortality seeing an eventual end to her existence that can
only be remedied by becoming more and more Fae- like.
The slightest encounter of her mortal past could cause the
magic to fail. A s a result, she works to eliminate any
evidence of her true identity, including documents,
photographs, friends and relatives. Whenever your
character encounters evidence of her mortal past
( including a person who knew him) , you must roll Resolve
+ Composure. A success on this roll means that your
character can suppress the urge to destroy the evidence.
Failure means he must attempt to erase it immediately.
Justice
Hypervigilance (mild): The characters senses and
awareness are turned toward the eternal vigilance against
crime and injustice.
Effect: When the character is out in public, it becomes
difficult for her to focus on anything but the surrounds. She
must roll a Resolve + Composure check to see if she can
keep her mind off constantly scanning the commons. If she
fails, she suffers a 2 penalty on her Perception checks, but
cannot be surprised.
Heroism Syndrome (severe; follows Hypervigilance):
The character sees violence and despair all around her.
The displays on the television and media do nothing to
assuage her fears about the injustice of the world.
Effect: Whenever the character encounters a person in
trouble or otherwise being victimized by crime she must
make a Resolve + Composure roll. If she fails she must
immediately engage in the threat of crime in an attempt to
quell it even if the odds are stacked against her.
Prudence
Fixation (mild): If your character fails or succeeds at an
important action such as leaping between buildings or
Temperance
Hyperapathy (mild): Your character cannot empathize
with the target. They become unable to read other peoples
body language properly, misinterpreting them. When
attempting to interact with people the character must
spend a point of willpower to actively focus on the
interaction in question. If she does not she will suffer a 2
penalty on all her Empathy, Socialize and Persuasion rolls
with mortals.
Antisocial Personality Disorder (severe; follows
Hyperapathy): The characters emotional range becomes
extremely small. In addition to the above effect the
character can no longer empathize with a sense of suffering
or pain in others. They are indifferent to the possibility of
physical pain or many punishments, and show no
indications that they experience fear when so threatened.
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On top of this, the lack of ability to feel a range of
emotions begins to generate a strong sense of anxiety in
her. If a character is in a situation where she should feel a
strong emotion ( such as a bout of love, being strongly
threatened or similar situations) she must make a Resolve
+ Composure check. Failure means the sense of anxiety
demands some sort of escape from the emotional void. This
can be lashing out at the source of the failed emotion, or it
may be other risk- taking or substance abuse.
Derangements of Vice
The following section showcases how a changelings
madness can manifest through the emphasis of their Vice
and can provide guidelines on what derangements to give
changelings who suffer degeneration as a result of pursuing
their Vice.
Envy
Compulsive Larceny (mild): Your character has
irresistible impulses to steal things. Typically such things
are small and of no value, however the character may be
unaware that she is slipping something of value into her
own pocket.
Effect: When the character encounters something of
value that is lying loose the character must make a Resolve
+ Composure check to resist the urge to pocket it. Failure
means she is overcome by a desire to possess it and does her
best to steal the object; though she wont place herself in
danger to do so.
Kleptomania (severe; follows Compulsive Larceny):
This is an extreme form of Compulsive Larcerny. The thrill
of simple stealing has worn off and she find she can only
get the same sense of satisfaction when stealing something
that has certain difficulty to it. If there is no challenge or
difficulty in obtaining the object beyond the sleight of
hand to drop it in a pocket there is no desire. So a
character will probably move from mild kleptomania to
more directly larcenous activities like pick pocketing,
breaking or breaking and entering.
Effect: The effects are as above, however the character
will place herself into danger ( non- life- threatening) in
order to achieve her objective.
Gluttony
Hyperindulgence (mild): Your character formulates an
irrational, pleasurable association with an object or
situation. To fully enjoy himself, so to speak, he needs to
duplicate the situation or be in the presence of the object.
This can lead to some truly bizarre behavior, often
triggering a cycle of gratification and guilt thats extremely
difficult to break. If your character experiences something
that reminds him of the event or object hes chosen, roll
Resolve + Composure. If the roll fails, your character
focuses on re- creating the situation or coming in contact
with the object in question.
Masochism (severe; follows Hyperindulgence): Your
character is no longer satisfied with the presence of the
object or duplication of the situation. He must now be hurt
by it in order to enjoy himself. The effects of
hyperindulgence apply, but the character must also suffer
an amount of bashing damage at least equal to his Stamina
during the compulsive activity in order to be satisfied.
4
Greed
Compulsive Hoarding (mild): Your character has a
need to collect and hoard. This can be one particular or
singular item, or just a whole range of junk and
paraphernalia. Typically the characters place of residence
becomes filled to a point of impediment.
Effect: In order for a character to discard her collection
she must expend a single point of willpower for every level
of Size accounted for by its combined mass.
Syllogomania (severe; follows Compulsive Hoarding):
A s above, except the character must expend a point of
willpower to throw out anything, including rubbish.
Lust
Hypersexuality (mild): A characters sense of self- worth
becomes entirely dependent on her ability to feel loved and
admired. Whenever your character encounters someone
she might find attractive she has strong impulsive desires to
make love with that person to satisfy those needs. Roll your
characters Resolve + Composure for her to remain
composed.
Effect: If your roll fails, the need for attention is too
strong. Once in this state, any rolls not done towards
seducing the target in question suffer a 1 penalty. In
addition, Willpower cannot be spent on rolls not focused
on this task.
Histronic Personality Disorder (severe; follows
Hypersexuality): The need for attention becomes so severe
that the character displays pervasive and excessive patterns
of emotionality and attention- seeking behavior. These
individuals are lively, dramatic, enthusiastic, and
flirtatious. They may be inappropriately sexually
provocative, express strong emotions with an
impressionistic style, and be easily influenced by others.
If someone ever rejects your character, she loses one
point of Willpower due to shame and self- loathing ( as she
is unable to deal with the result) .
Pride
Narcissism (mild): Whenever your character succeeds
at a goal ( not simply succeeds in a roll, but achieves a
desired end such as knocking a challenging opponent
unconscious or hacking into a well- protected computer) , it
might go to his head and pump up his overweening ego.
Roll Resolve + Composure to avoid a bout of vanity.
Effect: On a failed roll, your character does not work
and play well with others even if the victory that brings
on a bout of narcissism was partly won with their aid. For
the remainder of the scene, when called upon to aid in a
task your character does so only half- heartedly, unless its a
task focused on him or his own needs or wants. He suffers a
- 3 penalty when participating in teamwork efforts ( see page
134 of the World of Darkness Rulebook) . A nd hes such a
self- obsessed bore that Social rolls all suffer a - 1 penalty.
Megalomania (severe): The effects of Narcissism apply,
except that the penalties intensify by one. Your character is
also highly competitive. He cannot allow himself to fail a
contest ( even a contested roll) . If he does, he obsesses
about it and works to arrange a rematch when its most
beneficial for him. If, for example, he fails to pick a lock
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while an ally succeeds, he doesnt let it go. He constantly
insists that he did the job and that his successor took the
glory, and demands that similar efforts be tried again, even
under inappropriate circumstances such as at an office or
restaurant.
If your character ever loses a contest to someone he
feels is socially inferior, he loses one point of Willpower
due to shame and self- loathing ( which is at the heart of his
megalomania; he secretly fears that hes a fraud) .
Sloth
Depression (mild): If your character fails to achieve a
goal ( not just fails a roll, but fails to accomplish some
personal, desired end such as getting a job or saving a
friends life) , he might go into a bout of depression for the
remainder of the scene. A dramatic failure that occurs in
any activity might also bring on a bout of depression.
Regardless of the circumstances, make a reflexive Resolve
+ Composure roll.
Effect: If the roll fails, your character loses one
Willpower point and cannot spend any Willpower points
for the remainder of the scene.
Melancholia (severe): Severe depression. In addition to
the above effects of a failed Resolve + Composure roll, all
dice pools suffer a 2 penalty for the remainder of the
scene.
Wrath
Manic Excitement (mild): Whenever your character is
threatened with violence or suffers extreme tension by
being persecuted, challenged or accused, she might react
without logic or reason. Roll her Resolve + Composure to
keep her cool.
Effect: On a failed roll, your characters only way to
comfortably deal with confrontation is to act crazy or over
the top, in wild hopes that she will scare away her
oppressor or at least mitigate her own fears. This behavior
persists for the remainder of the scene. She can threaten or
cajole challengers, and may even take the first swing.
Violent Psychosis (severe): This is like above but the
target suffers 2 on all checks to keep her cool. In this
frenzied state she loses all sense of self- preservation.
The Shadow
Every single person has a set of hidden and secret
desires that is usually kept well restrained for the sake of
social interaction. A ll those things that we wish to do but
dont because we are afraid of recrimination, the petty
needful wants and mores of our primal natures. A s mortals
we have our socialization and our constant normalization
with other humans to keep such things in check,
occasionally something goes wrong, but for the most part
we are kept in balance. Changelings, however, struggle
between her mortal and changelings psyches creates tiny
tremors throughout the mind that leave it balanced and
unstable.
In the depths of a changeling mind lurks a terrible
darkness. It is a malefic side of their faerie nature that is
born from their rhyming thoughts and split off into their
shadow. It is no small coincidence that a changelings
shadow can give away their true identity, and a portion of
their Fetch is made from the changelings shadow. A
changelings shadow shares a strong sympathetic link to the
part of the changeling that connects to Faerie.
It is within a changelings Shadow that their madness
manifests into a subconsciously independent doppelganger
that seeks any method of escape. The Shadow is sneaky
and craft, able to use the talents of the changelings own
psyche to wreck whatever havoc that it can.
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them, enough to subvert the entire society, is not only
terrifying but highly problematic.
The little that is known about the Shadow means that
it is almost impossible to identify who is and who isnt
working under its influence. It is a massive shadowed
conspiracy and even the most loyal and steadfast may
eventually fall to its pull. The Shadow is not a force that
can be combated with ideology and rhetoric; it is a horrible
instinct within all changelings that is inseparable from
their existence. Those who do discover this truth often
work in isolation attempting to stamp out its influence
wherever possible.
The canny nature of the Shadow means that there will
be times when its aware that being discovered could cause
problems for the longer term plans. In such a situation the
Shadow may become more docile and hide beneath the
surface till it is ready to come out once more making the
changeling they are part of completely unaware of their
actions against the commons. A Shadow that is powerful
enough may lie in wait till the opportune moment, take
over the body of the changeling and do its damage, then
subside into the recesses of the mind, either leaving a
confused changeling wondering at his actions ( and
attempting to cover up their own brief moment of
madness) , or the Shadow may simply change or erase these
memories from their host in such a way that they never
realize their nefarious actions.
Constructing the
Shadow
The Shadow is more than just a dull reflection of the
changelings haunted thoughts. It is a dynamic and often
intelligent creature in its own right. A player should put
some thought into the motivations of a particular Shadow.
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penchant for kleptomania they have a knack for breaking
into secure locations.
Shadow Mechanics
Five different thresholds measure the strength of a
changelings Shadow. Each of these is significant step
further into the depths of madness. Each step brings the
changeling that much closer to losing touch with the
mundane reality of the waking world. A s the Shadow grows
stronger it is capable of exerting a greater control and
influence even while dormant.
The strength of a Changelings Shadow is relative to
her Wyrd and Clarity. Simply subtract the Changelings
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Clarity from her Wyrd and the difference is a measure of
the strength of her Shadow ( up to a maximum of five) .
When a changeling performs a contract with a level of
Shadow, cracks begin to appear in her Mask. A s the
strength of the Shadow grows these cracks also grow
allowing more of the changelings mien to clip through the
disguise that hides her. Secondly, and what is potentially
more dangerous, the changelings Shadow begins to flex its
muscles allowing it subconscious to implant false stimuli
into the changelings mind directly and eventually
directing control of the changelings emotions thoughts
and even speech.
In any scene that a changeling has an active Shadow
and the changeling spends a mote of glamour her Shadow
can perform a single action. What the Shadow can do is
dependent on the threshold it is at. Refer to the following:
First Threshold: The Shadow can implant false
sounds into a changelings mind, either whispering false