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Angelus Morningstar

Dream Shard
Tome of Madness

Author: A ngelus Morningstar


Additional Writings adapted from World of Darkness
Rulesbook, Ghouls, and Wraith: the Oblivion
Artwork: Gavin Hargest

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.

Angelus Morningstar

A changeling is a creature with a unique psychology.


With a game that deals with concepts of madness and
deviance a lot of it rests on the ability to create a unique
and interesting psyche. What follows is a series of ideas and
rules that can be used to explore the themes of madness a
little more personally.
Legends of the fae often divide them into creatures
with dual natures, having both a lighter and a darker
aspects. In myths, this division has been represented by a
division of species, portraying stories of Seelie against
Unseelie, or between Lj slfar and S v artlfar.
What the legends do not reveal is that this division is a
duality inherent in changelings psychology. Their very
consciousness contains two essential opposing constructs, a
mystical duality that the Lost sometimes call the rhyme
and the reason of the mind. The two parts of the dyadic
mind reflect the reasoning and logical mortal selves, and
the other half represents the illogic of the faerie mind, the
deep unconscious shadow of their own mind that has
gestated in their durance.
It is the changelings reasoning mind that seeks to hold
on to what coherence of mortal logic that it once held. A
changelings Clarity relates directly to the coherence of the
changelings reason and allows the changeling to align
herself closely to her Virtue.
The changelings rhyming mind, on the other hand,
bring unbidden and wanton urges that are similar to selfsatisfying interest that the Gentry display. While the
changelings rhyming mind is merely a shadow of their
reason, in more ways than one, it can goad and trip a
righteous changeling to their Vice.

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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will feel their pains as well. If the character performs an act


that will help their suffering ( giving alms to the poor,
administering healing to the wounded) then she may
alleviate the effects of the derangement.
Martyr Complex (severe; follows Hyperempathy): The
characters sense of guilt about the suffering in the world
around her consumes her continually. Your character has
come to believe that only her insight into this state of
suffering allows her to take away the pains of others by
experiencing them for herself. The character has a need to
be the sacrifice, the victim of the worlds suffering
( including physical abuse) , especially if by doing so she
places herself in harms way to protect another.
Effect: Whenever the character sees someone else in
mortal peril the character must make a Resolve +
Composure check. If she fails this roll she will deliberately
try to place herself in harms way in hopes that she can be
the victim.

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

making a getaway in a sports car, he might fixate on his


loss or victory. Roll Resolve + Composure after such an
event for him to avoid this unhealthy obsession.
Effect: If your Resolve + Composure roll fails, roll a
single die. The result is the number of scenes in which your
character is focused on the offending or inspiring event or
task, to the possible exclusion of more important goals. He
fixates on what he believes caused him to lose or win his
goal, whether its an opponent, a broken shoelace or the
model of car driven. In the case of a defeat, he cannot help
but simmer in anger, cursing a circumstance or trying to
devise a method of circumventing it in the future. In the
case of a victory, he becomes a fanatic, spending much of
his time researching, observing or acclaiming an activity or
factor that allowed him to succeed.
The Storyteller rules on how this derangement affects
your characters dice pools or behavior. It might cause him
a - 1 on any task not related to his fixation, or he might
refuse to engage in an activity if it doesnt somehow tie
into his obsession. Since this derangement is potentially
active for many scenes, rather than one, its effects should
be mild but persistent.
Obsessive Compulsion (severe; follows Fixation): The
trauma, guilt or inner conflict that causes this derangement
forces your character to focus nearly all of his attention and
energy on a single repetitive behavior or action. Obsession
relates to an individuals desire to control his environment
keeping clean, keeping an area quiet and peaceful, or
keeping undesirable individuals out. A compulsion is an
action or set of actions that an individual is driven to
perform to soothe his anxieties placing objects in an
exact order, constantly checking to make sure a weapon is
loaded, praying every few hours to give thanks for surviving
that long.
Effect: Determine a set of specific actions or behaviors
that your character follows to the exclusion of all else
( even if doing so interferes with his current agenda or
endangers his life or others) . The effects of obsessive
compulsion can be negated for the course of one scene by
making a successful Resolve + Composure roll at a - 2
penalty. If your character is forcibly prevented from
adhering to his derangement, he may lose control among
enemies or allies and attack either ( or both)
indiscriminately.

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.
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Without the interference of an outside agent, he wont stop


until the damage is inflicted in full.

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.

Optional Rule: The


Mirror Has Two Faces
The balance between a changelings rhyme and reason
is reflected in the balance between their Virtue and Vice.
Depending on whether the changeling is functioning
according to rhyme or reason the changeling will manifest
a certain madness in line with her Vice or Virtue
respectively. In this respect, a changelings delusions and
perceptions of the world are heavily colored by their Virtue
and Vice.
With the implementation of this rule, the character
enters play with a single mild derangement that they
cannot get rid of. This derangement is a mutable one, and
will change depending on what state of mind the
changeling is in. If they are in a state of reasoning
thinking, then they will manifest the derangement relating
to their Virtue ( see the list above) . If they enter into a
state of rhyming mind, then this derangement

automatically flips over to the relevant derangement of


equal magnitude associated with Vice.
Traditionally the seven virtues and the seven vices
were paired with each other to represent opposition. To
utilize this rule it is suggested that players choose Virtues
and Vices to match this duality as it helps to emphasize the
dichotomy. Yet, this is not fundamental. Players and
Storytellers are free to choose Virtues and Vices that are
more suited to their character concept if they wish:
Virtue
Vice
Charity
Greed
Faith
Pride
Fortitude
Sloth
Hope
Envy
Justice
Wrath
Prudence
Lust
Temperance
Gluttony

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.

The Terrible Secret


Many changelings prefer to ignore the fact of the
Shadow than attempt to deal with the problems that they
cause. It is a social blind spot of the changeling freeholds to
overlook the eccentricities of madness that might indicate
subversion by the Shadow. In many places, it is even
socially taboo to discuss the matter as it acknowledging the
madness that all changelings must content with. It is not
an easy thing to confront; the idea that even having
escaped from A rcadia, there is still some small part of you
that wishes to be like the Fae, and acts to control and
capture you as much as your own Keeper did, that you are
slowly and perhaps undeniably being taken over by a small
voice of madness inside.
To then discover that not only does the Shadow have a
votive force, but that changelings have been taken over by
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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.

Step One: Archetype


Each individual seeming has strong and powerful urges
that tend to want to make themselves known. These serve
as the base archetypal templates for the Shadows thinking
and drives.
Beast: Every rose hides its thorns, and the Beasts have
tenuous control over their emotions. The visceral
experience of reality drives them to extreme highs and
lows, letting them fly through euphoria and extreme
hysteria. Should the Shadow be unable to sate their desires
they may fall into melancholia or tempestuous rage until
they are appeased. The Shadow is far more selfindulgent
than otherwise. The changeling is drawn to submerging
themselves into experiences of the flesh. They become the
consummate connoisseurs of foods, sexual pleasures, drink
and drugs. Often the stranger, more exotic and perverse the
better and the Beasts are known for their extreme or
deviant tastes and practices.
Darkling: The Darklings Shadow falls towards
cynicism, doom saying and despair. For the Darklings,
pessimism is raised to a fine art, where criticism and faults
can be found in even the brightest of times. Here, they
instead turn towards the past to their time before capture
and durance. They are avaricious hoarders of knowledge,
historical lore and most especially arcane secrets. They are
the keepers of secret lore, masters of secrets and puzzlers of
enigmatic mysteries. In this state the Darkling are
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ambiguously about the difference between the living and


the dead. They may be found discussing casual matters with
the undead as they would the living, though they have no
deathwish of their own.
Elemental: The Elementals suffer a strange alienation
under the influence of their Shadow. Their mind and
thoughts become horribly tangled and enmeshed in their
elemental nature. Their ability to empathize with
humanity greatly diminishes and they feel a desire to
retreat from mortal society, becoming somewhat reclusive.
The turbulent world of human machinations and
interactions just becomes far too complex for them to deal
with and they turn away. A s the Shadow of the Elemental
grows, their thoughts become more obscured with inhuman
patterns of thought, even disregarding human beings
amongst the greater scheme of nature, whereby the
destruction of a person has no less or more significance
than the destruction of an ant, yet the surfeit or paucity of
the element they are tied to will begin to obsess them.
They will seek to increase the relevant ambience of their
element by whatever means possible.
Fairest: The Shadows influence can be daunting for
the Fairest, who find them selves feeling a touch
overwhelmed by the enormity of the challenges that face
them. It leaves them in a state of mind that believes they
are the only ones capable of addressing the problems. Their
countenance pales to a cool haute and aloofness,
contemptuous of those beneath them. Indeed, under the
more capricious nature of their Shadow aspect, the Fairest
can find their responsibilities restraining making them
impulsive and impudent. They become conflicted and
paranoid, and prone to malaise. A ny challenge posed to
them, or actual threats to their power, is the subject of
their machinations.
Ogre: The Shadowed Ogres are driven to a sense of true
brutality and treachery. Their Shadow aspect cools down
their ferocity somewhat and the Shadow can lend their
ferocious nature to more subtle and beguiling agendas. The
Shadow influence often turns a Ogres violent desires into
sadism and vengeful retribution. Indeed, the Shadow
driven Ogres develop a great amount of patience,
preferring to wait in the dark as quiet sentinels until they
need to strike. These monsters can be a terrifying and
unnerving sight, for they keep their berserker rage just
beneath a calm and cool demeanor to unleash it
unsuspectingly. The Shadowed Ogers are never direct
about their approach, often preferring to unleash their
venom with a stab in the back, or some other unusually
cruel way.
Wizened: The native wit of the Wizened transforms
into a cunning guile and mischievous natures. With their
Shadow, they become perennial tricksters, thieves and con
artists, being masters of charlatanism, deception and
misdirection. With its wanton nature, the Wizened find
the norms of mortal conventions to be incredibly stifling
and take great pleasure from twisting peoples accepted
conventions and turning the world upside down, not
necessarily for any idealistic reason, but because it seems
more interesting that way. A s such, the Wizened become
harbingers of disorder and havoc, with a knack for
infiltration. With guile mind and nimble fingers and a

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penchant for kleptomania they have a knack for breaking
into secure locations.

Step Two: Urges


Every Shadow has two Urges, these are linked to the
Faes own Virtue and Vice. The Urges that a Faes Shadow
will manifest are listed below according to the Virtue and
Vice:
Charity: Changelings with the path of Charity are
compelled towards selfsacrifice. They see the world in
terminal suffering and drive them towards remedying this
as best they can. Indeed as they reach higher thresholds the
Shadow pushes this sense of selfsacrifice, potentially to
the point of danger. The ultimate goal of the Charitys
Shadow is to drive the changeling to martyrdom for a
cause.
Faith: Faiths Shadow manifests like a divine voice
that visits the changeling with guidance. Such changeling
should feel like they are specially chosen as missives of the
divine, making them agents of its spiritual vision to the
world. A s this Shadow gets stronger they grow confident
that they are doing the work of the divine and cannot be
faulted.
Fortitude: Changelings with Fortitudes Shadow will
be suggested to see the world as their personal challenge.
Nothing is too hard for them to defeat. The Shadow
challenges them to take dangerous risks, urging them to
become daredevils. A t higher thresholds the Shadow
demands more reckless risks, even to their destruction.
Hope: Hope presents the changeling with the
innocence and fantasy of a child. These people have deeply
rich fantasies not wanting to admit the more banal aspects
of reality. Their Shadow inspires in these people fantasies,
wild tales and even compulsive lying to deny the bleakness
of the world. A s the Shadow grows in strength the
changeling begins to ignore the world to the point of
ignoring personal danger.
Justice: Justices Shadow instills in the changeling
the attitude of the Just World phenomenon, that good
things happen to good people, and that they happen to bad
people. They envision themselves as some sort of hero,
acting out as an agent of the side of good ( or their
interpretation of good) . A s the Shadow grows strong their
sense of power makes them think they are indestructible
with the attitude that the good guys always wins.
Prudence: While most people cant control the
events of their lives, changeling with this deny the
uncontrollable, compelled to building vast networks and
empires ( economic, political or even criminal) . A s the
Shadow grows stronger the changeling becomes more
obsessive and stops being an aspiration to greatness, but
rather a need to be in control. The stronger the Shadow
the more this insecurity grows and even simple
contradictions can seem to be a challenge to their security.
Temperance: The Shadow of Temperance brings
about a great sense of detachment. The drive to find inner
balance, inner peace and harmony is sent offbalance itself
as the changeling attempts to disengage from any form of
emotional response to a situation. The greater the Shadow
grows the more this shut out becomes even leading them to
states where they lose all emotional connection to their

friends and loved ones till they are completely without


emotion.
Envy: This Shadow makes the changeling think that
like the world is beautiful and good, that is for everyone
else. No matter what it is they possess something else
someone has is better. Once the item is gained, however, it
loses its appeal. A s the Shadow gets stronger it makes the
changeling go further out of her way to acquire these things
and expend more effect to do so.
Gluttony: Gluttonys Shadow immerses the in the
changeling into the immediate moment encouraging them
to sate physical pleasures of all sorts. A s the Shadow
increases, so too does the call for these needs and cravings.
The strength of the Shadow is comparative to the cravings
for these needs and will drive them to selfdestruction if it
becomes too strong.
Greed: The Shadow of Greed makes the changeling
paranoid that they simply do not have enough to be secure,
either physically or emotionally. It will provoke her to go
out of her way in order to acquire more assets and resources
in order to secure her position. A s the Shadow gets more
powerful the changelings perception of wealth of things
becomes skewed and she believes all things to be near
worthless, exacerbating her paranoia.
Lust: This changelings Shadow whispers of need to
be loved and given attention. Her sense of self- worth
demands that she is lavished, and satisfied in some way to
crave her need of belonging. Its a highly possessive desire
that refuses to allow the changeling to share their sources
of indulgence and pleasure. A s the Shadow grows stronger
their need to be accepted is so severe that they cannot
function without it.
Pride: Prides Shadow exalts the person, talking to
them as though they were a form of divinity themselves. It
encourages them to do acts that recognize their own
sanctity by promoting others to worship and adore them, or
otherwise. A s the Shadow grows stronger they start
thinking that they are sanctified creatures.
Sloth: Everything depresses the changeling with a
slothful Shadow. Nothing seems worth the risk or fun
because it is all without meaning in the end. This Shadow
is highly fatalistic and doom saying expecting the worst in
everything. A s the Shadow gets stronger they simply begin
to give up on doing anything about it at all.
Wrath: The Shadow of this changeling will attempt
to constantly provoke them into anger. Teasing and
taunting them making the world seem hostile and
confrontational to them. A s the Shadow gets stronger the
changeling begins to see everything as a direct threat, even
subtle comments.

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

Angelus Morningstar
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

words into their thoughts over what was said or creating


fictitious noises.
Second Threshold: The Shadow can implant false
images into a changelings mind, either disguising what
they see for something else or creating hallucinations from
nothing.
Third Threshold: The Shadow can implant false
emotions into a changelings mind and dictate the source
that is the cause of these emotions.
Fourth Threshold: The Shadow can implant false
thoughts into a changelings mind like a mental dialogue
that urges, compels and even cajoles their changeling
towards acts conducive to her mind of rhyme.
Fifth Threshold: The Shadow can take over the
speech of the character by projecting their false thoughts
directly into the speech centers. The Shadow can speak
through the mouth of the changeling directly.

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