Changeing editions: unlike 1st ed. Bedlam is now a state that any changeling can incite regardless of Wyrd rating.
Faerie is a place full of intense and conflicting
emotional situations. Fear wars with joy, anger fights against happiness, and
all the feelings in between rage through the magical realm. The Lost, though
now escaped, can still feel those emotions, and sometimes tap into them. By drawing
on his own strong passions, a changeling can convert Glamour back into an
outpouring of emotions and send them coursing through the people around him,
overwhelming them with extreme emotional responses.
Targets who fail to resist become consumed by the
urges the changeling has released, and abandon other activities in favor of
following the whims of their incited emotions.
Incite
Bedlam
Cost: 1 Glamour
+ 1 Willpower
Dice Pool:
Manipulation + Wyrd vs. Composure + Supernatural Tolerance (contested
separately by each target)
Action: Contested;
resistance is reflexive.
Roll
Results
Dramatic
Failure: The people around the changeling do not experience the
desired emotion, but instead turn against her, feeling extreme antipathy toward
her.
Failure: The
changeling fails to create a strong emotional response.
Success: Anyone
within sensory range of the changeling is overcome with the emotion the
changeling is channelling. The person must be able to sense the changeling
somehow; even cameras or recording devices convey Bedlam’s effects. The
changeling chooses a single Condition at the time he incites Bedlam associated
with one of the four Elemental courts: Competitive
for Fire, Paranoid for Earth, Spooked for Water, and Lethargic for Air. Those who fail to
successfully contest this power gain the Condition. The target rationalizes the
change of emotion as perfectly natural while it's going on, but after the
effects end he may question why he felt that way. Supernatural creatures may
very well suspect a magical cause.
Exceptional
Success: As success, and the changeling may pick a second Condition
to inflict as part of his Bedlam.
Suggested
Bedlam Modifiers
Changeling:
+3 The changeling unleashes his court's chosen
emotion.
+1 The emotion is from the court most closely
associated with the character's own
(Spring/Summer, Autumn/Winter).
+1 Each additional Glamour spent, up to a maximum of
five.
−1 The emotion is from the court of minor opposition
(Summer/Autumn, Spring/Winter).
−3 The emotion is from the court of major opposition
(Summer/Winter, Autumn/Spring).
Target:
+2 The target is feeling emotions strongly in
opposition to those unleashed.
+1 The target is relatively calm and relaxed.
−1 The target is already feeling emotions similar to
those unleashed.
This is a wild, unrestrained release of emotional
energy. No one made an agreement with these emotions, like a Contract, and so
all bets are off. Bedlam is a blunt-force instrument, incapable of sending
thoughtful direction, or even bold commands. The changeling may attempt to
guide the behavior of the targets via mundane methods, such as attempting to
draw the attention of an angry mob toward a single target, or shouting
"run for your lives!" after unleashing a wave of fear through a
crowd, but even this method is not perfect. Mob rule takes over, and sometimes
drawing attention to yourself is more dangerous than just letting it run its
course.
This power targets anyone who can sense the
changeling, and cannot distinguish between friend and foe. The changeling
cannot choose to selectively remove targets from the effect, nor direct the
effect at a small group of targets out of a crowd. Once per scene, a player may
choose to have his character involuntarily incite Bedlam to gain a Beat.
Inciting Bedlam in this way does not cost Glamour, but the changeling has no
control over which emotion she is unleashing, which is instead at Storyteller
discretion.
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