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Changeling: The Lost vs Mistfall: Armageddon

Compare Changeling: The Lost and Mistfall: Armageddon side by side. See differences in complexity, dice, genre, and more.

Changeling: The LostMistfall: Armageddon
GenreHorror, Fantasy, ModernFantasy, Modern
TagsUrban Fantasy, Dark Fantasy, Fear & Stress Mechanics, Superpowers, Faction Play, Social Intrigue, Character-Driven, Exploration, Strong GM Support, Lore-HeavyUrban Fantasy, Dark Fantasy, Freeform Magic, Corruption, Character-Driven, Character Building, Crunchy, Lore-Heavy, Social Combat, Narrative
Core MechanicBuild a d10 pool, usually from an Attribute plus a Skill, and count each 8, 9, or 10 as a success. One success is enough for most simple actions, and five or more normally make an exceptional success. Tens in a normal pool are usually rerolled for a chance at more successes. A pool reduced to zero or fewer dice becomes a single chance die that succeeds only on a 10, has no 10-again, and suffers a dramatic failure on a 1. A character can spend a point of Willpower to add three dice to a roll.A check adds a characteristic and a Skill die, then subtracts a Fate die, and succeeds when the total equals or beats a Challenge Level from 1 to 30. Skill rank sets the Skill die, from d4 untrained up to d20 plus d4 at rank seven. Each hindering element in the scene adds a rank of Fate, stepping the Fate die from d4 up to d20. A total below 1 is a Bane that brings a major complication. A total of double the Challenge Level or more is a heroic triumph that earns a Boon. Players roll for their own actions and for defense against adversaries.
Diced10 dice poold4–d20
ComplexityHighHigh
AvailabilityPaidFree quickstart
Runnability5 of 5 book tools3 of 5 book tools
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Storytellers VaultNoncommercial only — Fair Use Conditions printed in the rulebook
Summary only, not legal advice. Check current terms before publishing.
PublisherOnyx Path Publishing7th Reality Games
Year20192026
LanguagesEnglish, FrenchEnglish
Best ForGroups who want modern fairy-tale horror about surviving abduction and rebuilding a life, with seasonal court politics, binding oaths, and journeys through the Hedge. It suits tables willing to explore trauma and abuse themes within agreed limits.Groups who want long urban-fantasy campaigns built around each character's personal nemesis, with deep investment in interlocking talents, traits and freeform magic.
HighlightsClarity tracks a changeling's trust in her own perceptions, and Touchstones attached to the track reduce the damage that breaking points deal to it. Every Contract has a Loophole, a condition of the fae bargain that lets a changeling invoke its basic effect without spending Glamour. Hedgespinning spends surplus successes and Glamour from ordinary actions in the Hedge on changes to terrain, equipment, or Conditions.Each player designs a personal nemesis, and confronting it at the climax of a Nemesis Cycle (nine sessions is the recommended length) grants Edge win or lose and a characteristic increase on a win. Spells are assembled from manifestations and tags, with larger combinations costing more Soul on the caster's Corruption tracker. Damage to a player character lands on six status trackers tied to the six characteristics, so a social or financial attack wears down Influence or Affluence the way a blade wears down Physicality.
ConsiderationsAbduction, abuse, and trauma are core subject matter, so the group needs to agree on limits before play. Breaking points risk Clarity damage that can eventually leave a changeling comatose. Goblin Contracts normally add a point of Goblin Debt on each successful use, which the Storyteller can spend to penalize rolls or impose Conditions.The core book contains no ready-to-play adventure, so a first session needs the free Quick Start scenario or material the Narrator builds. Character creation runs ten steps and ends with each player co-designing a nemesis, which makes it a full Session Zero activity. The mechanical content is dark: the Insanity injury table includes self-harm and suicidal ideation, and Warlock patrons can demand the blood sacrifice of an innocent.