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8/3/2019 DoD-CtL
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hangeling the Lost House Rules for Dreams of Darkness Pag
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hangeling the Lost House Rules for Dreams of Darkness
Creditsoncept and Design: Lith Maethor Morwen Erithil Tink
White Wolf staff (errata on original material)
okens Concept and Design: Lith Maethor Morwen Erithil
ink
evelopers: Lith Maethor Tink
ayout & Typesetting: Knightmare Lith Maethor Morwen
uriel
nterior Art: Iann A.A. Watson (Seeming, Court and Kith symbols)
over Design: Aileen E. Miles (blatantly stolen from Changeling the
ost till we get our own)
laytesters: All you players out there...
AcknowledgmenThanks to all those that were forgotten, skipped or om
for whatever reason from the Credits. Also, thanks to all our fr
and the people close to us for putting up with the mood swing
the long hours we dedicated to this channel and the creation o
document.
Special thanks to all the people in White Wolf for givi
one of the best Role Playing Games out there, as well as to a
people who inspired us in any way even though some of the
already mentioned in the Credits.
DISCLAIMER:Dreams of Darkness is not connected to White Wolf in any
way whatsoever, we are just a few of the people that enjoy
their games, with a bit more extra time in our hands in ordeto create this document. We are responsible for whatever is
written in here unless stated otherwise in the credits section
This document includes elements from all Changeling the
Lost related books. The original books are still needed and a
sections of this document were written under the assumptio
the reader either owns these books, or at least has legal acce
to them.
LINKS:For more info on the channel and probably the place you go
this file from, please visit our site:http://hal.csd.auth.gr/~ash/dreams.xhtml
For more info on World of Darkness, please visit the White
Wolf sire:
http://www.white-wolf.com
For more symbols from White Wolf (and others') games,
please visit WolfSpoor:
http://www.wolf-spoor.org
This document was created with OpenOffice.org, so pay the
guys a visit if you have the time:
http://openoffice.org
Pag
http://hal.csd.auth.gr/~ash/dreams.xhtmlhttp://www.white-wolf.com/http://www.wolf-spoor.org/http://openoffice.org/http://www.white-wolf.com/http://www.wolf-spoor.org/http://openoffice.org/http://hal.csd.auth.gr/~ash/dreams.xhtml8/3/2019 DoD-CtL
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hangeling the Lost House Rules for Dreams of Darkness Pag
Table of Contents
Credits 2
Chapter Three: SpecialRules and Systems
4
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Chapter Three: SpecialRules and SystemsTokensThree-Dot TokensBelian's Folly ()
Legend speaks of a Wizened thief with fortune on his side
nd a knack for getting in and out of trouble. Belian was a knownomanizer and could often be found drinking Ogres under the table
a pub. He made a name for himself since nobody could ever catch
m with his guard down, even when he was seemingly drunk. His
ck ran out when one of the men he had made poorer discovered
s secret. Belian had a token, a dagger with its own mind, that
uided his hand when he held it, allowing him to deflect most
tacks. Tricking him to attack first however broke whatever
nchantment the dagger had, leading to his death. Nobody knows if
e story is true, but there is something special about this dagger.
When used to defend, it guides the hand of its owner, deflecting
tacks and providing a +1 to Defense. To most people it looks like
n ordinary kitchen knife, albeit larger than most.Action: Instant
Mien: To all fae creatures, Belian's Folly looks far more
mpressive than its mask. The hilt is curved, black with silver
immings and strange markings on it, like what one might expect
om an elven weapon of popular fantasy. The equally curved blade is
ghtly longer and shinning silver, it also has strange markings on it,
ke stylised version of the Hedge thorns
Drawback: Knowing that your weapon has a mind of its
wn does not sit well with everyone. Those that use Belian's Folly
ore than once per day gain the mild derangement Suspicion (or the
ore severe version, Paranoia) in regards to all items that can be used
weapons, no matter how mundane or special for the next day.Catch: If its ever used to attack someone without
rovocation, the dagger turns against its owner, trying to pierce their
eart or slice their throat, whichever can be done faster. If the first
tack fails, the dagger falls on the ground, if it succeeds, then it
eeps attacking till its owner is dead or it is destroyed.
loodstone Cleaver ()Some weapons forged in Arcadia quickly gain a reputation
f their own, much like the legendary weapons of various historical
mythical warriors in the mortal world. The Bloodstone Cleaver is
ch a weapon, usually because to even wield the massive war ax one
as to be equally large. Various Ogres, Trolls and Giants have carried
he Cleaver to battle, each to destructive effects that left few
rvivors. When activated, the Cleavers gain the 8-again rule on top
f the normal 9-again that all war axes get. When not activated, the
leaver blends in perfectly, depending on the environment it is in,
ut always retains its massive size. One of its more recent
carnations is said to be of an electric guitar, apprpriately shaped
ke an ax, allowing its wielder to carry the Cleaver around without
rawing too much attention.
Action: Instant
Mien: When activated, the Cleaver appears as a massive war
x made of bloodstone. The red veins in the green blade seem to
ave actual blood flowing in them, presumably the blood stolen from
its victims, or its wielder. The handle of the Cleaver is decorated
obsidian, onyx and blood red rubies, while the leather straps
signs of wear. In clear contrast, the edge of the ax is always sharp
as a whole it looks as if it was just crafted.
Drawback: Champions of Summer that have often f
the Cleaver in their hands were said to be even more aggressiv
irritable than usual. For twelve hours after activating the Cleave
wielder is at a penalty of 2 when trying to remain calm or in
socially with others in a positive manner. Lorekeepers of vafreeholds claim that the Cleaver wants to be used.
Catch: The Bloodstone Cleaver is many things, bu
subtle. The weapon refuses to be activated unless its wielde
made their intentions clear about wanting to harm someone, u
by declaring a challenge.
Glacier Wind Rings ()Few can imagine just how dangerous the Rings are a
glance. Looking rather unassuming, the rust covered and dull
and fire wheels, don't quite seem like they can do any dam
besides an infection if you get cut. In reality, the Glacier Wind
have been a traditional weapon of Winter Court championwithin them is trapped the essence of winter itself. Each tim
Rings wound someone, tiny ice shards bury in the would, givin
target a 1 penalty for the remainder of the scene. The last
anyone saw the Rings, or at least a perfect copy of, was whe
Winter champion of London fell to his Keeper about three cen
ago, in a battle worthy of Summer sagas.
Action: Instant
Mien: The true appearance of the Rings is quite diff
from the mask. Made of glacier crystal and with an aura of
around them, those looking at them cannot help but draw
connection between the weapons and the Court most often ut
them. Noody knows their history but the defensive nature makeRings a suitable piece of any Winter arsenal.
Drawback: Having the essense of Winter in your han
not without a price. For twelve hours after using the Ring
owner grows cold and detatched even beyond what is normal
Winter courtier, with all Social rolls suffering a 2 penalty. Th
cost many Winter champions those close to them, but tha
sacrifice they understand and expect.
Catch: Only a member of the Winter Court can us
Rings and never against another Silent Arrow. The only except
if the target has violated the Icelaw or somehow betrayed secr
the Court or the owner of the Rings.
Mistress of Pain ()Not many fae weapons have as rich a history as the s
whip known as the Mistress of Pain. Always in the hand of gor
women, more often than not Fairest, the blade has caused much
and tears over the centuries. Those that see the blade in battl
recognise it, are quick to stay out of range, or even desert their c
The reason for this is that the Mistress of Pain wounds more tha
body of its target. While the blade is razor sharp, when activa
can suck Willpower out of whoever it touches, friend o
haunting their minds with horrible nightmares. To the untr
eye, the Mistress of Pain looks like a shimmering wide belt w
strange buckle.
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hangeling the Lost House Rules for Dreams of Darkness
Action: Instant
Mien: There is no way someone can mistake the Mistress of
ain for a benevolent item. The sharp and malicious design of the
lt and guard, in combination with the matte black blade, leave no
oubt that this weapon was made to be used by someone evil, or at
ast of questionable morals. To make things worse, under the right
ght the sword gets a deep red hue, quite similar to blood.
Drawback: For a day and an hour after the blade is used, the
wner gains a mild derangement, urging her to inflict pain to others,hysical or otherwise. Friends and lovers are not immune to this urge
nd the owners of the Mistress tend to gain a reputation for being
distic and cruel.
Catch: Once drawn, the Mistress of Pain must taste blood,
gardless of where it comes from. At least one Health level must be
illed by the blade or the next time it is used, it will turn against its
ielder, forcing a 3 penalty in all Weaponry rolls.
Raptor Gauntlets ()Rumour has it that there are many Raptor Gauntlets out
ere and with the masking effects of the Wyrd its impossible to spot
em when they are not activated. While dormant, the gauntletsdapt to whatever style is necessary in order to match the rest of their
wner's outfit. When forced to reveal their true appearance, they
ecome quite formiddable. The left Gauntlet acts as a sword breaker,
ffering a bonus of +1 to any attempts at shattering someone's
eapon, while the right Gauntlet gains a devastating attack with the
otential of crippling the target, giving a bonus of +2 to all attacks.
Action: Instant
Mien: When activated, the Gauntlets show their true
ature, with razor sharp claws appearing on one and deadly looking
nuckles on the other. Style and decoration are clearly Arcadian and
s not hard to imagine a full suit of armour that once protected the
ielder of the Gauntlets. The matte metal of the claws seems to beermanently stained with blood.
Drawback: The Gauntlets are quite bloodthirsty and if they
o not taste enough blood during a fight, they start leeching it off
eir owner. That would not be so bad if not for the fact that the
auntlets are always thirsty. Due to the leeching, healing time is
oubled for at least a day.
Catch: Whenever the Gauntlets are activated, something
ust die while the claws taste its blood. It doesn't matter if its the
rget of the attack or some poor creature that just happened to be
here, something has to die. Failure to take a life results in the
auntlets not functioning the next two times they are needed.
Wailing Harpy Glaive ()Nobody really expects a toy to be dangerous, even if its a
oomerang. Black on the centre and with bright red and orange on
ach of the four tips, the rather quirky light boomerang seems to
elong in the hands on a kid, not one of the Lost, especially not
meone planning on fighting with it. Those that have seen the
Wailing Harpy Glaive in action however, know better than to be
nywhere near. As it flies through the air, it emits a high pitched wail
at causes all opposing its user to be dissoriented for the next two
rns, all their actions suffering a 2 penalty.
Action: Instant
Mien: Made of some unknown metal, the razor sharp G
has four tips, each vibrating lightly when stationary. The main b
shaped like a strange rune that some may recognise from Arcadi
few can actually recall any details about it. When flying, it beco
blur, reflecting the light as well as any mirror, something that m
few say it was clearly made for a Fairest.
Drawback: Unless the Glaive hits the intended targ
those present suffer the penalty in all actions, including the use
any allies they have. More disturbing is the light buzz in their eathe rest of the scene, affecting all perception or navigation
(including driving or trying to find their way in the Hedge) w
penalty of 1.
Catch: For the Glaive to be activated, the user must let
own voice fill the air just before, but go silent for the rest of the
A rather capricious token, the Glaive refuses to work for its o
unless its the only voice heard from the pair.
Shaikan Reaper ()Few know the story of the Shaikan Reaper and eve
would recognise the weapon if they saw it through the eyes of a
fae. What most see is a rather worn walking stick with a dragonat the top, vvarious scortchmarks and stains cover the shaft, dim
some of the excellent craftsmanship. For some reason, memb
the Autumn Court have been seen carrying the Reaper more
than others yet it has no apparent relation to fear. What it ac
does is heal the one using it with each successful hit. One hi
restore bashing damage, two hits will heal lethal, while five hi
needed for aggravated damage.
Action: Instant
Mien: In its true form the Reaper looks like a long pol
The shaft is black with silver trimmings and scale-like pattern,
the curved lunargent blade has four teeth along the back like a
The black sheath used to cover the blade has a silver dragon engon it. When the Reaper is activated, the edge gets a faint red
and a low hiss can be heard as it slashes through the air.Latel
Reaper gained the ability to reduce its size to that of a short sw
appearing as a sceptre when not activated.
Drawback: It is unclear why but for an hour for each H
level healed by the Reaper, the user is unable to use any Contra
other forms of magic. Future uses of the Reaper are not pen
like that, but the period of inactivity stacks.
Catch: Each time the Reaper is activated, the owner ne
spill some of their own blood on the sheath for healing
possible. Those that forgo the sacriice soon find out that the R
restores their enemies instead.
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