Equinox Road (Changeling: the Lost) by Chuck Wendig, Malcolm Sheppard, John Snead, Matthew

By Chuck Wendig, Malcolm Sheppard, John Snead, Matthew McFarland, John Newman, Alex Scokel

The trail Perilous

The street is harmful, and you can be torn aside by way of the Thorns. The vacation spot is a threat of loss of life, or the go back to slavery. yet there’s a lot to be received for these courageous and shrewdpermanent sufficient to dare the go back — the go back to Faerie.

A Chronicle e-book for Changeling: The Lost™
• recommendation at the Changeling endgame, from elevated energy degrees and forging new Contracts to the narrative constitution of the game
• counsel on taking a chronicle into Arcadia itself, dealing with the risks there and the real Fae at their top of power
• Wyrd evolution, Faerie domain names, the sport of Immortals, and extra

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Extra resources for Equinox Road (Changeling: the Lost)

Example text

Fae powers tend to have elements of both whimsy and spontaneity. Any rituals involved should be relatively brief and not terribly complicated. Also, the fact that in the cosmology of Mage: The Awakening, Arcadia is a Realm associated with the Fate and Time Arcana should definitely be kept in mind. This is not to say that Contracts cannot be used to manipulate a vast array of other aspects of reality. However, even Contracts that directly affect other aspects of reality often accomplish this by using powers involving Fate or Time.

Success: The changeling can physically reach his arm into one reflective surface and out another, assuming both are large enough for him to reach his arm and hand through. In effect, the character reaches through one reflec- tive surface and his hand comes out of the other’s surface. The destination surface must either be within the character’s line of sight, or a surface he has physically touched within the last day. The character can manipulate objects on the other side of the reflective surface and can even bring inanimate objects of Size 2 or smaller back through a reflective surface large enough to fit them through.

More commonly, accomplishing such an endeavor requires between half a dozen and a dozen game sessions. 28 Chapter One: The Third Act Setting Terms Once the character has successfully accomplished this greater endeavor, she can actually create the Contract. At this point, the player should work out the rules for the Contract with her Storyteller. See Rules for Creating Contracts, pp. 30–34 for more information about this process. However, simply making the Contract is insufficient to fully integrate its effects into the nature of reality.

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