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Changeling: The Lost Demo - Copyright White Wolf Publishing
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Y our J ourneY B egins H ere
This free booklet gives you and ive of your friends everything you need to play your irst game of Changeling:
The Lost , White Wolf’s all-new Storytelling Game of Beautiful Madness. Discover the wonder and terror of the
Lost in “Dwelling in Darkness,” a complete introductory scenario.
All the necessary rules are included. All you need is a few 10-sided dice and you’re ready to go.
Changeling:TheLost
Goes on sale GenCon 2007.
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w w w. wo r l d o f d a r k n e s s. c o m
PRINTED IN CANADA
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Your Journey Begins Here
Like most people, you’ve probably had the sense
— at least once — that things were not right with the
world and that not everything was as it seemed. You’ve
felt that sinister truths hid behind a façade of normality,
veiled partially by the rational, orderly “natural laws”
we call science. And when night falls, when the shad-
ows grow long and the wind whistles through the trees,
you shudder and remember the truths of your ancestors,
who were right to fear the dark. You’ve just entered the
World of Darkness, a world very much like our own,
save that the shadows hide very real monsters (though
most people fool themselves into believing it isn’t so).
In Changeling: The Lost , the ifth Storytell-
ing game set in the World of Darkness, you and your
friends tell the story of some of these monsters, namely
men and women who had their lives stolen from them,
men and women who were enslaved and changed into
something not fully human. They struggle to make
a new life for themselves in a world of promises and
dreams. Though they can control the thoughts and
dreams of others as a maestro conducts an orchestra,
their new existence is not an idealized fairy tale.
Kidnapped into slavery by the True Fae, your
changelings escaped back through the Hedge, the
magical barrier between our world and Faerie, to ind
that they do not it into the mortal world. No longer
having a place in the world, but not wishing to return
to Arcadia, they are caught between the two, forever
balancing the dual nature of their existence.
The life of a changeling is full of fear and uncertain-
ty. Her Keeper could return at any moment, or the fetch
left behind in her place could hunt her down, seeking
to secure its place in mortal society. She is surrounded
by deceit and illusion, and only the elaborate system of
oaths and pledges she crafts around herself keeps her
safe from the Others and their changeling allies.
The Game
Changeling is a Storytelling (or roleplaying)
game. In it, a group of players cooperates to tell a story.
Each player takes on the role of a single changeling,
except for the Storyteller. This player essentially takes
on every other role, describing the world to the other
players, acting out the parts of other characters and
determining what challenges the players’ characters
face. Players roll dice to determine if their characters
can overcome the challenges before them. In a typi-
cal exchange, the Storyteller describes the scene in
which the players’ characters ind themselves. (“You
rise from a night’s rest in the small shack on the out-
skirts of town you use as a hideout. A scratching at
the door tells you someone is trying to get in. What
do you do?”) The players then describe their charac-
ters’ actions, usually in the irst person. (“I sneak up to
the door and look through the peep hole.”) The Sto-
ryteller then describes the results of the action, going
back and forth until the scene is resolved. Dice are
rolled when players have their characters try things
that aren’t guaranteed success. Jumping out of a mov-
ing car without getting hurt would require a dice roll;
leaving a stationary one wouldn’t.
This booklet contains everything you and four
of your friends will need to play your irst game of
Changeling , except for some pencils and paper (for
notes) and several 10-sided dice (these specialty dice
are available in most hobby shops and are sometimes
called “d10”). Those of you who are going to be play-
ers should read over the character backgrounds in the
back of this booklet and choose the one you want to
play. The Storyteller should read the rest of the book-
let in preparation before playing.
The Rules
Changeling uses a set of rules called the Storytell-
ing System. Many of the rules are introduced in the sce-
nario proper or on the character sheets (special powers
and so on), but there are a few basics to go over irst.
• Rolling Dice: When rolling dice in the Story-
telling System, you do not add the numbers together.
Instead any single die that comes up 8 or better is con-
sidered a success. You usually only need one success to
accomplish a task, but more is always better (causing
more damage in combat, for example). Any die that
comes up a “0” (considered a 10) counts as a success
and can be rolled again (and potentially get another
success). If you roll no successes at all, your character
has failed that action.
• Dice Pools: The number of dice you roll to attempt
something is called your dice pool. It is usually made up of
the total of two traits on your character sheet (one Attri-
bute and one Skill) and modiiers imposed by any special
equipment your character uses or adverse conditions.
The Game
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• Modiiers: The Storyteller determines what
modiiers apply to any dice pool. These either add to,
or subtract from, the dice pool (the number of dice
rolled). These modiiers usually come from tools used
(a bonus is listed with the tool), Merits that the char-
acter has (described in the character description), or
general circumstances. The Storyteller should grant or
impose a bonus or penalty (usually ranging from +2 to
–2) if the circumstances are especially favorable or del-
eterious. For example, an attempt to climb a wall that
is slick with rain and slime would suffer a –2 penalty,
whereas doing so on one with plentiful handholds and
ledges would gain a +2.
• Chance Die: If modiiers reduce your dice pool
to zero dice (or even less), you should roll a single die
(called a chance die). A 10 rolled on a chance die gen-
erates a single success, while any other result is a fail-
ure. Rolling a 1 on a chance die indicates a dramatic
failure, and the Storyteller should describe especially
troublesome results (a gun jamming, a blowout during
a car chase, etc.).
• Actions: Almost anything a character does is
considered a simple action . You determine the dice poll,
roll the dice, and see if you succeed or fail. In combat
you can perform one simple action per turn.
Sometimes, you’ll be asked to take an extended
action , which represents doing something over a pe-
riod of time, like researching something in a library or
searching a room. In this case, every time you roll the
dice represents a ixed amount of time (usually 10 min-
utes, but it varies for some more involved actions). You
accumulate successes from roll to roll until you get a
certain number (described in the text), at which point
something happens, or you run out of time.
Some actions can also be contested , which means
that two people are working against each other, such
as in an arm-wrestling match, or when a character tries
to sneak past a watchful guard. In a contested action,
each player (or the player and the Storyteller) rolls the
dice pool for their character and the person with the
most successes wins.
Finally, some actions are relexive , which means
that they happen automatically and don’t take up any
time—you can perform them and still perform a sim-
ple action in that turn.
• Turns and Scenes: A turn is a 3-second period
and is used in combat. A scene is a longer period (usu-
ally as long as it takes for everyone to do what they want
in a particular place). Some changeling powers function
for a single turn, while others last the whole scene.
The Character Sheet
This booklet contains character sheets for the ive
characters that players will use in “Dwelling in Dark-
ness.” These sheets contain all the game numbers that
deine a character’s capabilities, divided into a variety
of types of traits. Most traits are rated from one dot (•)
to ive dots (•••••), much like a star rating system for
movies. Different traits represent different things:
• Attributes represent inherent capabilities, such
as Strength, Intelligence or Presence.
• Skills represent learned abilities, like Firearms
or Medicine. A word or phrase in parentheses next to
a Skill indicates a Specialty, an area of the overall Skill
in which the character is particularly talented. If you
are asked to roll a dice pool in which your character
doesn’t have the right Skill, you suffer a penalty of ei-
ther –1 (for a missing Physical or Social Skill) or –3
(for a missing Mental Skill). If, on the other hand, you
have a relevant specialty in the Skill in your dice pool,
you get a +1 modiier.
• Health determines how wounded your charac-
ter is, and it has both dots and points. Your character’s
dots are illed in on your character sheet, and they rep-
resent the total number available to him when he is
uninjured. His Health points are recorded in the cor-
responding boxes, denoting his current state of health.
(See “Health and Damage” for how to mark off Health
points and the effects of wound penalties.)
• Willpower represents your character’s reserves.
You can spend one point (and one point only) of Will-
power on any roll, and you get three additional dice in
your dice pool. Alternatively, you can spend a point to
raise your Defense trait by two against a single attack.
Willpower is valuable, and you regain it only for acting
in accordance with your character’s Virtue and Vice
(see individual character descriptions). It is ranked
from 1 to 10, unlike most of the other traits.
• Wyrd represents the inherent power of the
character’s supernatural nature. It’s a representation of
how intimately they are tied to the magic of Arcadia.
• Glamour: This is the amount of supernatural
energy currently in a changeling’s system. Characters
spend Glamour on various things from activating pow-
ers to enhancing their own supernatural natures.
• Contracts are special changeling powers, which
are explained in the characters’ descriptions.
• Merits are special edges a character has, such as
Contacts or Resources or Stunning Looks. The effects
of each are explained in the character’s description.
Your Journey Begins Here
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• Defense and Initiative Modiier are traits used
in combat and are explained in that section.
• Speed is the number of yards a character can
move in one combat turn and still perform an action.
A character can run up to twice his Speed rating yards
in a turn if he sacriices his action. Speed will most
likely come into play in a chase.
• Clarity is a measure of your characters’ sanity,
of how well they can distinguish the elements of Fairie
from those of the mortal world. Your characters can
lose Clarity over the course of play. Clarity is ranked
from 1 to 10, unlike most of other traits.
Combat
Violence is inevitable in the life of the changeling.
When a ight breaks out, it can be important to keep
track of who is doing what, and how badly they are hurt-
ing each other. When that happens, follow these steps:
First tell the players that their characters are en-
tering combat. Until the combat ends, everyone acts
turn-by-turn, with each character everyone getting
one chance to act each turn. Next, have everyone roll
Initiative, which is the result of the roll of a single die
+ the character’s Initiative modiier as listed on the
character sheet. (This is a rare case where you add the
number that comes up on a die to the value of your
trait, instead of rolling a dice pool and looking for a
success.) Starting with the character with the high-
est Initiative result and continuing on to the lowest,
each character gets to take a single action (usually an
attack). The player can choose to yield her character’s
action until later in the Initiative queue, or until the
next turn if she wishes. Resolve each character’s action
before asking the next player what his character does.
If a character attacks another character, the at-
tacker rolls the appropriate dice pool:
Unarmed close combat : Strength + Brawl, mi-
nus target’s Defense and armor (if any)
Armed close combat : Strength + Weaponry,
minus target’s Defense and armor (if any)
Touching an opponent: Dexterity + Brawl, mi-
nus target’s Defense
Ranged combat (guns and bows): Dexterity +
Firearms, minus target’s armor (if any)
Ranged combat (thrown weapons): Dexterity +
Athletics, minus target’s Defense and armor (if any)
Add bonus dice based on what weapon is being
used or what effect is being performed, then subtract
penalties for circumstance conditions. The player rolls
the remaining pool. Each success equates to a Health
point of damage inlicted, the type of which is deter-
mined by the nature of the attack. The Storyteller de-
scribes the attack and wound in narrative terms.
Once everyone has acted, a new turn starts and
the player with the highest Initiative gets to act again.
Players do not make new Initiative rolls every turn.
Complications
• Avoiding Damage in Close Combat: Your char-
acter’s Defense trait represents his instinctive ability
to duck and weave and make an enemy’s close-combat
attacks more dificult, and so serves as a penalty to in-
coming attacks. If your character hasn’t yet acted this
turn and is willing to forgo that action, he can dodge,
which doubles his Defense for the rest of the turn. If
your character is attacked multiple times in the same
turn, however, it becomes harder for him to avoid be-
ing hurt. For every attack targeted at him past the irst,
reduce the character’s Defense by 1 (to a minimum of
zero). If your character is dodging, the doubled Defense
reduces by 1 for each additional attack.
• Avoiding Damage in Ranged Combat: Unless
a ranged attacker is close enough that he could just as
easily attack in close combat (a few feet), or is throw-
ing a weapon, Defense doesn’t apply. To avoid damage
in a ireight you can either ind cover (hide behind
something solid) or fall prone (drop lat to the ground).
Falling prone constitutes a character’s action for the
turn but levies a –2 penalty on ranged attacks. Anyone
within close-combat striking distance (a few feet) gets
a +2 bonus to hit a prone character, though.
Concealment and Cover: If your character is
partially concealed behind an object, she is harder
to hit with ranged attacks. The penalty goes from –1
(crouching behind an ofice chair) to –3 (poking up
out of a foxhole). If you are completely concealed, the
attacker suffers no dice pool penalty but has to score
enough successes to shoot through the intervening ob-
ject (called the cover). Piercing an object reduces the
number of success rolled by a number based on the
durability of the cover: from 1 (for wood or thick glass)
to 3 (for steel). If this penalty reduces the number of
successes to 0, the attack fails to penetrate the cover
and you take no damage.
• Range: Every ranged weapon has three ranges
listed in yards in the format short/medium/long. An
attacker suffers no penalty when her target is within
the short range. If the target is at medium range, she
suffers a –2 penalty. At long range, this penalty goes
to –4.
The Game
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