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Recovering your Icons has mechanical awards as well as letting you add details during play like Remembered Dreams to flush out things about your character's pre-fae life or Durance that they forgot. Every Lost gave up one Icon to escape, but any number might be out there. Icons are pieces of the character's mind and/or soul lost in the Thorns of the Hedge or in other fae places.
#CHANGELING THE LOST 2ND EDITION PLAYTEST RULES FULL#
This reduces entry into the game as players don't have to build thorough Durances into their backstories it's expected that fresh Lost don't remember much and those memories will return in full as time goes on, allowing the Durance to be pieced together in play. Remembered Dreams is a refined concept from 1e where your Wyrd rating increases how often you dream of your time in Arcadia, and how accurate those dreams are. For example Darklings risk Clarity damage from finding out something that they thought was true turns out to be false. This has an interplay with Seeming as each Seeming as their own source of Clarity Damage relating to their theme.
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This allows a lot of up and down to Clarity in play without the base rating itself moving too far at a time. The Lost's grasp on where fae ends and reality begins is damaged by events, and is healed by things like spending time with Touchstones. Clarity now works more like a Health track instead of how Integrity or Satiety work. The Huntsmen are more prominent as antagonists than their Gentry masters, being more capable of operating closer to the Lost, serving as a better mid-tier foe between other Lost and hobs, and the full power of the Gentry.
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Though this requires its courtiers to engage in numerous rituals to ensure none of them violate any bargain, and that sacrifices are made to Autumn for its protection. To attack a Freehold under the reign of the Autumn Court, the Gentry must announce themselves, as the Court of Fear denies their enemies the ability use the unknown to sow fear against the Freehold. though there's a cost or loophole involved. This is some give and take that protects the Lost of the Freehold during that Court's rule from the Gentry and their servants. Insert joke about how LA instead has the Courts of Mud, Smog, Rain, and Fire.Īdditional big things beyond the 1e to 2e rules changes to the base system, and existing systems that were just updated (such as hedgespinning and oneiromancy): The Courts are still in place, but may have different names based on how the Freeholds views the world. stat bonuses if used by anyone however, Elementals using it gain a +1 to close combat attacks, whereas Ogres using it can apply the Knock Down Tilt on attacks. What was Red Rage of Terrible Revenge still grants Armor, Initiative, Speed, and Phys. Also, in addition to the Catch, Contracts now offer additional benefits if used by certain Seemings. This means Contracts that were previously scattered among tress (like Mirror Walk, Chrysalis, and Leaping Towards Nightfall) are now bundled under the same tree. Rather, they are bundled based on the "Regalia" associated with each Seeming - Crown for Fairest, Jewels for Wizened, Mirror for Darkling, Shield for Ogre, Steed for Beast, Sword for Elemental. Standard Contracts, or "Arcadian Contracts," are not 1-5 anymore, and the old categories are gone. Correspondingly, Kiths are now open across all Seemings, so that you could make an Ogre Hunterheart or a Fairest Snowskin. Seemings are now less "what was done to you in Arcadia" and more "how you escaped Arcadia." Beasts escaped by trusting their instincts, Darklings escaped by being sneaky, Fairest escaped by taking control, etc.