Changeling: The Lost - IRC RPG

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 Tokens and Trifles

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Avy
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Posts : 95
Join date : 2016-06-27

PostSubject: Tokens and Trifles   Tue Jun 28, 2016 2:26 am

Tokens
Some things that linger in the Hedge or Faerie gain a measure of dark magic. Even the simplest of items

Tokens, when brought into this world from the Hedge or from Faerie, do not appear as they necessarily would have in those places. In this world, the token appears mundane, almost purposefully uninteresting

Using a token occasionally requires a physical action on the part of the changeling. Every token has a catch, a dread cost that allows anybody to use the token.

Level One Tokens - a one-dot token is a minor, low-power item whose benefit is either very meager, or only usable in specialized situations. One-dot tokens make for common bartering items among the changelings of the freehold, generally given as the result of a pledge. Other changelings bring such items back from the Hedge themselves.

Level Two Tokens - tokens of two dots tend to be more versatile, or offer even stronger benefits in specialized situations. Changelings don't usually give these out as parts of easy pledges, though these tokens may be common currency among changelings of the Courts or within certain entitlements.

Level Three Tokens - These potent tokens tend to offer benefits above and beyond what a changeling can achieve with her own abilities. Such items aren't taken or given out carelessly they often form the lynchpin of powerful pledges.

Level Four Tokens - Tokens at this level tend to possess widely applicable, relatively potent powers. Such items are not given out with any frequency, and are not easily claimed from their respective realms of origin. Noteworthy service to the Court over a long period of time may earn a changeling a token of this power.

Level Five Tokens - Tokens of such puissance are truly mythic and gifted only to kings, heroes and other potent figures of the freehold. These tokens are highly prized for their power.


Trifles
Not every token contains enough magic to last. Some are strictly one-use items whose magic fades after its initial sorcery. Changelings call these tokens Trifles. A changeling activates a trifle in the same way that she would a token, except that there is no drawback. Only changelings can use trifles; no catch exists that allows others to access the enchantment within.

Tokens

Trifles
Bilefruit
Description: A bitter fruit, that if consumed, suppresses the changeling's mien and seeming for eight hours.
Drawback:

Source Lost 209


Bottlevoice
Description: Found in Hedge Oceans. A corked bottle that takes effect when you breath in the miasma contained within. A mental skill you choose gets +3 for the rest of the scene

Source: Winter Masques 114


Clayface
Description: A face made by the changeling out of clay. When worn, it will take 1 lethal or 3 bashing damage instead of the changeling before it shatters.

Source: Rites of Spring 154


Glimmerbraid
Description: A lock of hair from a True Fae or a figure in the Hedge, which grants a temporary illusion of the three-dot Fame merit.

Source: Lost 209


Dream Charm
Description: True Fae trying take a penalty to affect the dreams of a mortal using the charm. Very difficult to make, and can only protect one mortal at a time.

Source: Autumn Nightmares 67


Givertaker
Description: A bracelet or anklet made of faery bones that when donned, provides the wearer with an automatic exceptional success to the next instant or reflexive action, and a dramatic failure to the action after that.

Source: Rites of Spring 154


Gravenails
Description: The fingernail of a corpse from the Hedge. When placed under a pillow, does 1 bashing to the sleeper upon waking and prevents willpower gain for 8 hours.

Source: Rites of Spring 145


Description: Hoarcotton
Immune to fire for a number of turns equal to user's Wyrd

Source: Rites of Spring 145


Hoarflakes
Description: Found in Hedge Mountains. A rock frozen for so long it takes the appearance of a snowflake. Gain Windwing Blessing for one hour. Must spend a point of Glamour.

Source: Winter Masques 114


Spinnerthorn
Description: +2 dice to Wits + Crafts roll made to perform hedgespinning

Source: Rites of Spring 145


Stingseed
Description: A small seed from the Edge, which if implanted in a bullet and watered, if used within the next scene inflicts a penalty on the victim to all actions until the damage partially heals.

Source: Lost 209


Sweetblood
Description: The blood of a fae creatures sweetened with sugar, if consumed it grants 9-again on all Socialize rolls for one scene.

Source: Lost 209


Thimbleblack
Description: A small thimble, in which a drop of blood is splashed and it is then placed under the user's tongue. May add Subterfuge to all Craft or Computer rolls for one scene.

Source: Lost 209


Tumbleglass
Description: A small glass bauble, that if broken underfoot, allows the user to fall up to 100 yards once and suffer no damage.

Source: Lost 210


Torchfly
Description: A dried, human-faced Hob fly. The shell can be broken and the goo within, when smeared over anything, illuminates that object in a 10-yard radius for a scene. Perception penalties due to darkness are negated, and perception penalties outside of the immediate area are reduced by 2. However, anyone in the area is easier to see, and any perception rolls to see the character are at +2.

Source: Rites of Spring 145


Twistring
Description: +3 to secondary actor rolls during teamwork rolls involving your motley

Source: Rites of Spring 154


Utterbarb
Description: A thorn from the hedge, which if used to scratch a victim, robs them of their voice for one scene.

Source: Lost 210


Waspshot
Description: A shell casing filled with hedgewasp wings and sealed with wax. This bullet completely ignores penalties caused by concealment or cover, as the bullet goes straight through. Damages the gun, giving -1 to the gun for each waspshot fired until looked at by a gunsmith.

Source: Rites of Spring 154


Welkinstick
Description: A branch taken from high up in the Hedge, which when snapped doubles the user's next jump roll.

Source: Lost 210



Privilege Tokens
Aspersorium (•• Token)
Entitlement: Bishopric of Blackbirds
Description: Small pail or cup. Used to bless water, which is then sprinkled on a persons forehead. The blessed have mild derangement Drawback: disappear and severe is downgraded for one scene. Gains +1 perception until sleep.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Bishop takes -1 to Perception, cumulative with extra blessings. Restored with 4 hours of sleep.
Take derangements unto yourself for one scene.

Source: Lost 292


Black Apple Pendant (•• Token)
Entitlement: The Legates of the Black Apple
Description: A silver pendant in the shape of an apple; cannot be removed. Adds Composure to Defense for one scene, as long as the wielder does not attack. Usable once per day.
Drawback: If the wielder does attack, he or she suffers -2 to Intelligence, Wits, Dexterity and Defense for the remainder of the scene.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Take 1L damage as the apple drinks a pint of blood.

Source: Lords of Summer 146


Bronze Spearhead
Entitlement: The Bronze Beylik
Description: The head of a bronze spear. When used, add Wyrd to Intimidation rolls.
Drawback: For the scene and one after, -2 on Socialize, Animal Ken and Expression.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Scratch self for 1L damage

Source: WM 149


Bugbear’s Mask (••• Token)
Entitlement: The Scarecrow Ministry
Description: Appearing as a cheap Halloween mask, frequently worn by the Scarecrows of the Ministry. When activated the user must meet eye-to-eye with a victim, and they receive the Phobia derangement with the mask-bearer as the subject.
Drawback: Suffer from Narcissism or Megalomania for the rest of the day.
Catch (No Glamour Requirement with Power Stat Roll and the Following:)
If eschews power stat roll, removing the mask deals 1L damage.

Source: Lost 316


Courier's Winged Sash (••• Token)
Entitlement: The Guild of the Sacred Journey
Description: A royal-blue sash with a winged silver badge; when activated, gives the user an intuitive sense of the location of anyone they've been hired to deliver a message or package to, as long as they're somewhere accessible (not e.g. Arcadia or the Shadow Realm) and the client identified the recipient precisely.
Drawback: Until the package/message is delivered or 2 Willpower are spent, -1 to all actions not related to delivering the package/message.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Penalty for drawback increases to -3; character literally cannot rest or stop until the goods are delivered.

Source: Lords of Summer 137


Diviner's Instrument, The (••• Token)
Entitlement: College of Worms
Description: Any sort of divining tool unique to the Diviner. When the instrument is used, within an amount of time called "Insight" (Clarity = Hours), the Diviner is granted a bonus equal to his Wyrd.
Drawback: During Insight time, -1 to Perception. Token can only be activated once per game session.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
If eschews power stat roll, later in the day, you must take a penalty (Maximum -5 dice)

Source: WM 296


False Face of Truth, The (••• Token)
Entitlement: The Duchy of Truth and Loss
Description: A small badge or pin with a porcelain doll's face; anyone touching a lock of hair or drop of blood to it knows if the blood/hair came from a fetch, a Changeling or a mortal.
Drawback: The token cannot be reused until it has been fed 1B worth of blood.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
The token must have a teaspoonful of the target's fresh blood to activate, and needs 1L to recharge.

Source: Lords of Summer 124.


Gildwheel (••• Token)
Entitlement: The Guild of Goldspinners
Description: A wheel that can spin straw into gold, producing one Resource dot's worth per day up to a maximum of the user's Power Stat; the owner of a Gildwheel cannot spend its gold.
Drawback: Unless the Resource dots involved came from a pledge, the gold turns to dross within one day of being spent or used in any transaction.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
The straw to be spun must be soaked in fresh blood squeezed from a human heart; the user must actually roll Crafts to spin.

Source: Lords of Summer 132


Grand Cross of St. George, The
Entitlement: The Knighthood of the Dragonslayer
Description: A cross made of Hedgestuff. Pressing it against someone with Morality 5 or below incurs lethal damage.
Drawback: If used on someone with a morality of 6 or above the Knight takes penalties as penance.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Burns hand for 1L damage

Source: WM 151


Sprung Door (•• Token)
Entitlement: The Bodhisattvas of the Broken Cage
Description: A broken door of some form; +3 to rolls to convince the target to break social mores, habits or try new things. Increases to +5 if paired with Cupid's Eye.
Drawback: -2 to all Presence and Manipulation rolls against Bodhisattvas, regardless of whether the token has been used or is even present.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
None printed.

Source: Lords of Summer 46


Waxen Violet (•• Token)
Entitlement: Magistrates of the Wax Mask
Description: A small purple flower, available to all Magistrates of the Wax Mask, can be activated to emit a scent that causes those nearby to sense the wearer as humble and trustworthy.
Drawback: Affects the Magistrate as well, leaving him very sleepy after 2 hours unless he spends willpower (One WP for one turn of awakeness.)

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
If eschews power stat roll, the flower takes 1L and leaves flower shaped scar.

Source: Lost 302


Gilded Torc, The (•••• Token)
Entitlement: The Charmed Circle
Description: A necklace that is worn tightly around the neck. Allows the transfer of skills to or from the user while the target is kissing their hand. All dots in that skill are transferred for the day. A character with 5 dots transfers all five, no more, no less.
Drawback: Suffer three points of bashing damage when taking a skill from the target as the Torc chokes the user.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Take a stamina roll. Failure causes the user to pass unconscious for a scene, while success allows the user to stay awake. Suffer -2 to all rolls
for the next day.

Source: Equinox Roads 43



• Tokens

Ace in the Hole
Description: A playing card, which if placed over a lock, inflicts a dice penalty to open it as well as removing 10 again from all attempts.
Drawback: Card papercuts you for 1B damage when activated.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Lose 10 again for the rest of the day.

Source: Lost 202


Bone Comb, The
Description: A comb from the hedge or Arcadia, which, when run through a users own hair for 100 strokes, allows the user to change their hair colour for a single scene. In addition, the user gains the 4 dot Striking Looks merit.
Drawback: After the scene, the user loses some of their hair's natural luster. For the rest of the day, social rolls take a -1 penalty

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Gain the narcissism derangement. If the user already has narcissism, lose three dice from any Res+Comp roll made to resist the derangement.

Source: Rites of Spring 147


Cracked Mirror, The
Description: A dingy mirror, which can reveal and allow communication with the user's fetch, or potentially other impersonators.
Drawback: The Fetch becomes aware of the Changelings exact location.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Must cut face for 1L damage.

Source: Lost 202


Driver’s Little Helper
Description: A token from a game of chance, this must be placed inside a car. The car then consumes no fuel, grants a small bonus to Drive, and cuts down on the time it takes to drive to any destination.
Drawback: After an hour, the car overheats and cannot be driven for 15 minutes (Unless you fix it with Wits + Crafts)

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Must pour a pint of blood into gas tank or transmission for 1L (Mortals) or 1 vitae (Vampires)

Source: Lost 203


Jackdaw Trinket, The
Description: A necklace featuring the head of a hob carrion-bird, threaded through the eye-sockets. When activated, the user may make a Sleight of Hand Larceny roll, and all who could act as observers are distracted at that moment. The Wits+Comp or Wits+Larceny roll necessary for observers suffers a -3 penalty.
Drawback: If the sleight of hand roll fails, its always a dramatic failure

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Gain the Vocalization derangement, or if the user already has that, the more severe Schizophrenia. Lasts until the user gets 8 hours of sleep.

Source: Rites of Spring 156


Murmuring Coin, The
Description: A coin from Faerie, which may be activated to increase the user's effective Resources merit by one dot during a transaction.
Drawback: The next day until you sleep, your vice becomes greed. If it was already greed, fulfilling your virtue will only net you half Willpower.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
A friend or loved one will suffer money problems, losing one dot in Resources.

Source: Lost 204


Visage of Glory
Description: A monstrous mask that grants protection from Hobgoblins. No Hobgoblin can attack the user physically unless the user attacks them first. Protects for one day only. Must be worn on the face.
Drawback: -2 to all social rolls while wearing the mask.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Affix the mask by using two thorns, causing 2B

Source: Rites of Spring 155



•• Tokens

Amber Demijohn
Description: A fat amber bottle, which the changeling can beg for protection. The changeling takes two turns to turn into smoke which wisps inside the bottle, and another two turns to turn back into a size 1 version of themselves inside the bottle. The changeling is not immune to harm, but the bottle is resistant. It is Size 2 and, when active, Durability 5 and a total Structure of 7. In addition, it heals for one point of structure per minute. Piercing specialties on weapons are negated. Nothing, not even explosives, bypass the durability. Any rolls to find the changeling are at a -3 penalty.
Drawback: The changeling may only leave the bottle after an hour has passed, at which point the user is expelled forcefully.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
The user may never leave the bottle, and it must be destroyed to grant exit.

Source: Rites of Spring 147


Homespinner’s Needle
Description: A simple sewing needle, which when hidden in a room and activated, grants a bonus to Presence or Manipulation rolls to all those present. Grants an increased bonus to the owner.
Drawback: Everyone who benefited from the needle takes -1 for all social rolls in the next scene. Owner takes -2.
Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Oh god

Source: Lost 204


Lantern of Ill Omen
Description: A magical lantern, which may be attuned to a specific subject through the expenditure of a willpower dot. When activated, the lantern will glow when the attuned subject is near.
Drawback: When it glows for long enough, it goes out and the hair and fireflys must be replaced.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Orbs of light dance in your eyes for a full hour after lantern goes out.

Source: Lost 204


Periwig of Orators
Description: After a successful Oratory roll, everyone within earshot regains 1 willpower. Once per day use.
Drawback: User is harried with hedge-nits. -1 to all non-social rolls while wearing the wig.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Act as if under the effect of marijuana. Snoop Lion approved token.

Source: Rites of Spring 156


Ribbon of Nevermiss
Description: A ribbon that is to be tied around the barrel of a gun, which doubles the effective range bands of the weapon.
Drawback: After three shots the gun is rendered useless, and the ribbon cannot be used on it anymore.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Yank a tooth out or fate will do it for you.

Source: Lost 205



••• Tokens

Ashlight
Description: Plastic flashlight with a lump of coal within. Shining the token on a True Fae blinds them, and they suffer defense and perception penalties.
Drawback: Grows very warm, dealing 1B damage and forcing roll to maintain grip. Cannot be used on the Lost or Hobgoblins.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Anyone searching for owner is granted +3 perception to discover the character.

Source: Autumn Nightmares 75


Baby Cat’s Eyes
Description: A porcelain doll with one good eye, when activated the user may see through the doll's eyes for twelve hours. Afterwards it must rest for 48 hours.
Drawback: -2 to perception until 6 hours of sleep fix it.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Suffer from suspicion or paranoia until the 12 hours are up.

Source: Lost 205


Dead Man’s Boots
Description: Filthy boots taken from the feet of a corpse in the Hedge, they may be triggered to double the user's Stealth score, until the wearer runs out of Willpower or chooses to end the effect.
Drawback: Drinks one point of willpower an hour.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Drinks one point of bashing health an hour.

Source: Lost 205


Deadman's Mask
Description: A changelings plaster death mask. When worn, the changelings Seeming and Kith changes to that of the deceased's. When taken off, it cannot be activated for time worn x 5.
Drawback: Kith and Seeming Blessings do not return for a week. Changeling is less fey then usual, suspicious to the Lost.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
The changeling allows the mask to decide how long it wants to stay on your face.

Source: Swords at Dawn 55


Glimpsing Mirror, The
Description: The user asks the mirror one question about a persons attributes or skills. The person must have looked in the mirror while it is active and the user must know the persons first name. Stays active for an hour.
Drawback: Costs willpower to use. 1WP for a skill question, 2WP for an attribute question. One question per person.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Tell the mirror one of your deepest darkest secrets. The next person to look in the mirror learns that secret and to whom it belongs.

Source: Rites of Spring 148


Hedgespun Wardrobe
Description: A wardrobe, which when closed, locked and activated may produce a new Hedgespun outfit to specifications.
Drawback: Dissolves the next sunrise.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Must moisten the lock with blood, wound will cause -1 to all composure rolls when clothes are worn.

Source: Lost 206


Hoarfrost Spine
Description: A thorn from a frozen place in the Hedge, when worn as jewelry and activated this token grants a defense bonus against Brawl attacks, and doubles Defense versus grapples.
Drawback: Fire damage becomes aggravated for the next 24 hours. Vampires and such take +1 extra fire damage.
Catch (No Glamour Requirement with Power Stat Roll and the Following:)
For 24 hours, all athletics rolls take -3

Source: Lost 206


Minister Viburnum’s Clepsydra
Description: When activated, silences all voices in the room except for those who have a hand resting upon the very top of the token. Lasts for a scene. In addition, any speaker touching the top of the token gets +1 to expression rolls. Affected characters can spend 1WP to speak for 3 turns. Only muffles speech etc.
Drawback: Activator becomes over-sensitive to sound, and suffers -2 to perception.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Fill the token with blood instead of water

Source: Rites of Spring 156


•••• Tokens

Biting Crotesquerie
Description: A horrific idol made from mismatched parts, which may be activated and thereby animated. The bite of this creature causes potent hallucinations which inflicts many penalties.
Drawback: Electronic blackout within 50 yards for one hour.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Spend willpower point and spit on it. Token crumbles after it's activated.

Source: Lost 206


Bleakmoor Black Pony
Description: A statue of a pony made from hedgestuff. Upon activation, becomes alive for one hour, and more time can be added at a rate of 1 hour per glamour spent. Suffers speed penalties based on weight carried. No more than two adults at a time. No roll required to ride unless circumstances dictate it.
Drawback: Pony is GRUMPY. Getting too close to the ponies mouth can result in up to 2B of bite damage.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Groom the pony - Brush its mane, clean it generally, pick things from its teeth) for one hour. During this time, the user must tell the pony of a terrible nightmare that they once had, in detail.

Source: Rites of Spring 157


Blood Poppet
Description: A creepy doll found in the hedge. Can be used to form a sympathetic connection with a users fetch by winding three of the fetches hairs around the dolls head. When activated, the doll becomes a voodoo doll for a scene. Spend 1WP to cause 2B and a -1 penalty (up to -3) to all physical rolls to the fetch. No distance limit.
Drawback: After torturing their fetch, the user feels empty inside. Prevents willpower gain for the next 48 hours after use. Oh, and if the fetch gets a hold of the doll...

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Wet the dolls head with some fresh fetch-blood from the users fetch.

Source: Rites of Spring 149


Bug Cudgel
Description: A blunt instrument, which if activated and used to inflict a blow, curses the target. An hour after the impact, the site swells up and bursts forth with many insects, inflicting intense dice penalties (not to mention trauma)
Drawback: Nightmares about bugs, penalty for rolls for first hour awake.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Develop Phobia (Specifically entomophobia)

Source: Lost 207


Curious Paw, The
Description: The claw of some kind of mutated creature from within the Hedge, activation grants the changeling and his motley 9-again on all rolls except those relating to Glamour or Contracts for a scene.
Drawback: Begin to feel tired and sick after effect wears off.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
A memory is taken as payment, something small but important.


Source: Lost 207

Promise Stone
Description: A stone with runs. Can have a pledge invested into it, and have another party enter the pledge at any time with a ritual. All pledges sworn this way is considered a vow.
Drawback: Using this token costs a dot of willpower (Can be bought back with 8 XP). Much more, see book.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Can be activated without Wyrd (Able to have 3 vows). Must pay cost, then tear out tongue and throw it into a fire, dealing 2L.

Source: Autumn Nightmares 22


••••• Tokens

Blood Pennon
Description: A short, swallow-tailed banner. When activated and waved, the changeling and his motley gain significant combat bonuses. Their Defense is double, they gain a bonus to Initiative, and they can ignore any wound penalties. They may also make all-out attacks with a bonus.
Drawback: Enemies are called to your location.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
You are left exhausted for the rest of the day, easy pickings for the Gentry if they show up from the drawback.
Source: Lost 208


Jerusalem Mile, The
Description: It's a rug, about 9' by 12'. A dusty frayed rug, with a blocky maze design stitched into it. Those who walk through the 'maze' to the end are transported to a spot in the hedge where they have been before.
Drawback: The rug is one-way.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
The user can choose not to choose a location, which dumps them ANYWHERE.

Source: Rites of Spring 149


Keeper’s Quirt, The
Description: A two-ended riding crop, which summons a wave of repressed negative memories when it strikes flesh. For humans, this can be anything, for Changelings, it's generally their durance. When used in combat, it can be especially debilitating. Those hit no longer apply defense to incoming attacks, and lose -3 to speed and initiative til the end of the scene. Does +1B, requires Strength+Weaponry to wield. Can only be used on another character once.
Drawback: Transmits small jolts of pleasure upon use. Hurting others with it becomes addictive after its third use. When addicted, user must succeed on a Res+Comp roll to NOT use the Quirt when available.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Use on a family member or motley-mate within an 8 hour period before activation.

Source: Rites of Spring 158


Squall Knife
Description: A knife placed under the cradle of a human child in Faerie. When used to inflict damage, if the victim screams or shouts, the wielder may heal lethal or bashing damage.
Drawback: You hear screaming children, and suffer from Melancholia or Depression for 12 hours.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
-3 to all social rolls for 24 hours.

Source: Lost 208



Variable Tokens

• to ••• Hedgespun’s Rainment
Description: Clothing crafted from materials from the Hedge. The one dot variant reflects clothing with no supernatural power (but is treated as a status symbol amongst the Lost and is universally beautiful), the dot variant may grant armor, and the three dot version grants powerful armor.
Drawback: Offers no protection against cold iron. Delicate garments might even be destroyed just from a touch.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
On non-fey the garment is very uncomfortable and garners a -1 on some rolls.

Source: Lost 203


Book of Tales • to •••••
Description: An old book from the hedge. Prick finger and apply dot of blood to activate. Upon activation, open the book and read a tale that might be about the user. For the remainder of the story, the user receives one clue toward future events. Additionally, for each dot of this token, the user may reroll one failed roll during this story.
Drawback: Requires strength = to the level of the token to open and use.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Every time the player rolls for something, the ST rolls as well. On a 1, that roll becomes a dramatic failure. Effect stops after one dramatic failure.

Source: Rites of Spring 145


Cursing Box, The • to •••••
Description: A box that curses the area (100 yards per token dot) that causes food to spoil, animals/people to fall ill, life rots. Anyone that sleeps within the area suffers -1 to all actions the next day unless they sleep outside the effect.
Drawback: The changeling who activates the token suffers a vulnerability to iron (general, not cold) while the box is active, suffering an additional level of damage from any attack with iron.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
The character severs the tip of their index finger and places it in the box for two lethal. If the box is dug up later, the character can reattach by
spending willpower.

Source: Rites of Spring 146


Heavenly Stem • to •••••
Description: A "natural" rapier made of wood and thorns. Activate the token to provide benefits for a scene dependent on the number of dots. Each dot can provide +1 Defence, Equipment bonus, Initiative or Speed. The weapon without activation is a 1(L) Rapier with no armour piercing.
Drawback: This token may only be activated before performing any attack. Additionally, it may only be activated once per game session.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
The character pledges to the token, which eats their life at a rate of one lethal per turn the blade is in hand.

Source: Rites of Spring 154


Jeweled Hookah • to •••••
Description: A hookah with the appearance of writhing snakes. Taking a hit from the Hookah negates all wound penalties and allows the user to regain a point of willpower. All users suffer a penalty of the dot rating to their pools for the next scene.
Drawback: The token may only be activated once per week. Suffer a biting headache for the next hour that penalises mental rolls by 1.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
A character places their hand in the water jar and suffers a bite from the snakes. The character takes a bite with a toxicity rating of 3. Does not heal until 12 hours have passed.

Source: Rites of Spring 155


Hungry Arrow, The •• or ••••
Description: Holding the arrowhead in their palm upgrades damage. •• upgrades Bashing to Lethal, •••• upgrades Lethal to Aggravated. The effect lasts one turn.
Drawback: Only affects the damage of the weapon held in that hand. Activation incurs a point of bashing damage.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Feel the sting of the arrowhead and halve initiative for the rest of the scene (rounded down).
Source: Rites of Spring 148


Promise Tokens

Ampoule of Life
Description: Upon receiving would-be-fatal wounds, drinking the blood downgrades all of the character's Lethal or Aggravated damage to bashing. Only works on wounds or poisoning, but not illness.
Drawback: Lose all willpower points.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Lose two permanent health dots.

Source: Rites of Spring 151


Auroch’s Horn, The
Description: Can be used by any changeling in a freehold. When used, summons the user's Keeper to their side for one battle.
Drawback: The keeper gains +3 on all Physical tests against the user. Keeper always knows where any changeling belonging to the freehold is, Keeper can stay in the mundane world indefinitely. Seven children will be abducted that night.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Blowing the horn performs all the effects. Cannot be destroyed or given away.

Source: Rites of Spring 151


Black Nickel
Description: Borrow up to five skill dots from another changeling or Fae for a full week. Limited to the maximum skills that the target has.
Drawback: Token is rendered inert after borrowing five total skill dots.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Target gains bonus skill dice for any contract used against the user equal to number of dots borrowed. Benefit lasts for a full year.

Source: Rites of Spring 152


Blank Check
Description: Allows the user to add the resources score of the person who gave them the token to their own for a single purchase.
Drawback: Cannot access any of their own money for an entire week.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
The user becomes pliable to social advances by the person who gave them the cheque. The giver gains +2 Socialise whenever interacting, capped at +5. This effect is permanent.

Source: Rites of Spring 152


Finger Locket
Description: Target gains life equal to Wyrd x 5 Years at the point when the token was given.
Drawback: Permanently loses the finger used in creation of this token.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Target no longer regains willpower from rest. The changeling that created it gains it instead.

Source: Rites of Spring 152


Ink-in-Irons
Description: A Tattoo shared by a pair of characters that ensures mutually assured destruction. The pair cannot wound the other without wounding themselves - any damage inflicted is mirrored.
Drawback: Automatically lose a dot in Clarity if the other of the pair dies.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
The effect can be escaped by the pair agreeing to, spending a willpower dot and suffering a point of aggravated damage with an obvious burn mark.

Source: Rites of Spring 153


Scobury-Clovill Box Camera
Description: Taking a photo of someone with the camera causes them to be dragged to Arcadia for a year and a day. This happens within the next seven days.
Drawback: Use of this token is a Clarity sin at any level.

Catch (No Glamour Requirement with Power Stat Roll and the Following:)
Destroying a True Fae before the target gets abducted will prevent them from being abducted.

Source: Rites of Spring 153
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