Seattle Harvest

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Step 1- Create a Harvesting Pool using an Attribute and a Skill. This pool must be credibly reasonable (C:tL pg 89 for examples).

Step 2- Add Modifiers.

  • Add “Harvesting Merit” to pool as appropriate.
  • Add Seasonal Bonus or Penalty as appropriate (see below).
  • Add bonus if your Court holds the Throne of the Freehold (+2)
  • Add Court Emotion bonus per Glamour Index (1-10)

Step 3- Take modified Harvesting Pool. Add Glamour Index. This number (1-10) replaces the die roll for the Harvesting test. The Glamour Index will be affected by game events, player actions, and harvesting trends.

Step 4- Total roll.

  • 10 = 1 Successes
  • 15 = 2 Successes
  • 20 = 3 Successes, etc.

This system allows for a certain uniformity of available Glamour, while giving advantages based on Court, time of year, and environmental variables.

In-Game this system is used to represent a single Harvesting roll. There will be a limit to how often a roll can be made (once per hour, requiring time out of game if there is no appropriate subject present).

In Downtime this system represents the amount of Glamour that can be safely gathered in a day of attentive Harvesting. Glamour is less available in Downtime to underscore the finite nature of the resource.



Starting Glamour

Every PC starts play with half their Glamour Pool (rounded up).

  • Add 1 Glamour for each dot of “Harvesting Merit” as appropriate.
  • Add or detract Glamour for Seasonal Bonus or Penalty (see below).
  • Add 2 Glamour if your Court holds the Throne of the Freehold.
  • Add Glamour equal to “Glamour Index” (see below).

This is your starting Glamour. PCs with a low Wyrd rating are very likely to enter game full. Those with a higher rating may only be down a small amount. Those of Wyrd 6 or higher are unlikely to enter play with a full Glamour pool unless they offset the total with Harvesting Rolls, Pledges, or other means of acquiring Glamour.


Glamour Index

The Glamour Index is two-part.

The first part represents the amount of ambient emotional energy in Seattle during any given time period, and is measured as a number between 1 and 10.

The second part is an added variable of the general flavor of that emotion, and will impact attempts to Harvest targeting Fear, Sorrow, Desire, or Wrath. This is measured as a number between 1 and 10 for each.

Though the Glamour Index is an OOC mechanic it represents an intangible awareness that every Changeling has of their environment. When the Index is low (2 or 3) the Changelings know they are suffering a lean period. When the Index is high (7 or 8) they know that Harvesting is easier, and they feel surfeit. The Index is also an indication of supernatural activity. A rating of 1 or 10 surely means something great and terrible is afoot, as such unnatural extremes simply don’t happen on their own.

By that same token the Court Variable is equally measurable. When the city is gripped with fear, it is much easier to Harvest this emotion. When happiness and contentment rule the land, it is difficult to make much progress whilst Harvesting sorrow. This factor will be influenced by plot, by Harvesting trends, and by IC current events.

The Glamour Index will be posted at each game. Any PC may assume they have access to the information this represents.

Example-

  • Glamour Index for October 20th- 6
  • Fear 8 (Terrorist reports, poisoning scares from China… it’s a scary time)
  • Sorrow 5 (Bodies come home from Iraq; no major recent tragedies)
  • Desire 3 (The economy is in the pits. It’s hard to fulfill desires)
  • Wrath 6 (Election time means angry time)

Seasonal Bonus

Changelings are deeply affected by symbolic relationships. Any Changeling who holds an allegiance to a Seasonal Court is affected by the time of year, and finds it easier to acquire Glamour during the height of their native Season, and more difficult to acquire Glamour during the antithesis of that Season. The Seattle Changeling Venue assumes that the seasons change upon the Equinoxes.

The following represents our Changeling Game schedule as expressed in terms of the Seasonal Bonus that will be active at that game.


22-23 September: Autumn Equinox (Summer ends, Autumn begins)

(Game 10/20) +1 Harvest to Autumn, -1 Harvest to Spring

(Game 11/10) +2 Harvest to Autumn, -2 Harvest to Spring

(Game 12/22) +1 Harvest to Autumn, -1 Harvest to Spring

21-22 December: Winter Equinox (Autumn ends, Winter begins)

(Game 1/19) +1 Harvest to Winter, -1 Harvest to Summer

(Game 2/16) +2 Harvest to Winter, -2 Harvest to Summer

(Game 3/15) +1 Harvest to Winter, -1 Harvest to Summer

20-21 March: Spring Equinox (Winter ends, Spring begins)

(Game 4/19) +1 Harvest to Spring, -1 Harvest to Autumn

(Game 5/17) +2 Harvest to Spring, -2 Harvest to Autumn

(Game 6/21) +1 Harvest to Spring, -1 Harvest to Autumn

20-21 June: Summer Equinox (Spring ends, Summer begins)

(Game 7/19) +1 Harvest to Summer, -1 Harvest to Winter

(Game 8/16) +2 Harvest to Summer, -2 Harvest to Winter

(Game 9/20) +1 Harvest to Summer, -1 Harvest to Winter


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