Dark Ages: Fae - The Right to Dream
NAME:
PLAYER:
CHRONICLE:
ATTRIBUTES
PHYSICAL
Strength___________________
O O O O O
SOCIAL
Charisma__________________
O O O O O
MENTAL
Perception_________________
O O O O O
Dexterity__________________
O O O O O Manipulation_______________
O O O O O Intelligence________________
O O O O O
Stamina____________________
O O O O O Appearance________________
O O O O O Wits____________________
O O O O O
TALENTS
Alertness__________________
O O O O O
Athletics__________________
O O O O O
Brawl______________________
O O O O O
Dodge_____________________
O O O O O
Expression_________________
O O O O O
Intimidation_______________
O O O O O
Kenning__________________
O O O O O
Leadership_________________
O O O O O
Legerdemain_______________
O O O O O
Subterfuge_________________
O O O O O
NATURE:
DEMEANOR:
CONCEPT:
ABILITIES
COURT:
ORIGIN:
AGENDA:
SKILLS KNOWLEDGES
Animal Ken________________
O O O O O
Archery___________________
O O O O O
Commerce________________
O O O O O
Crafts_____________________
O O O O O
Etiquette__________________
O O O O O
Melee_____________________
O O O O O
Performance_______________
O O O O O
Ride______________________
O O O O O
Stealth____________________
O O O O O
Survival___________________
O O O O O
Enigmas__________O
O O O O
Gramarye_________O
O O O O
Hearth Wisdom___O
O O O O
Investigation______O
O O O O
Law______________O
O O O O
Linguistics_______O
O O O O
Medicine________O
O O O O
Occult__________O
O O O O
Politics__________O
O O O O
Seneschal_______O
O O O O
ADVANTAGES
DOMINIONS BACKGROUNDS CANTRIPS
Day____________________
O O O O O __________________________
O O O O O __________________________
Dawn______________________
O O O O O __________________________
O O O O O __________________________
Dusk_____________________
O O O O O __________________________
O O O O O __________________________
Night_____________________
O O O O O __________________________
O O O O O __________________________
__________________________
O O O O O __________________________
WILLPOWER
O O O O O O O O O O
OTHER TRAITS
________________O
O O O O
________________O
O O O O
________________O
O O O O
________________O
O O O O
________________O
O O O O
MISTS & WEAVING HEALTH
Bruised
Hurt -1
Injured -1
Wounded -2
Mauled -2
Crippled
Incapacitated
-5
EXPERIENCE
OATHS:___________________________ ECHOES:_____________________________
FEATURES:______________________________________________________________
SYSTEMS
Some of the more important and commonly used systems
of DarkAges: Fae are collected here for easy reference.
Permission is granted to photocopy these pages for personal
use only.
CHANGING FORMS
Inanimae switch between faerie mien and human shape
with a Weaving roll (diff. 6); this takes 8 hours as the inanimae
breaks down and reforms her body (this process heals all
damage to the inanimae). A changeling brings forth his faerie
mien with a Mists roll (diff. 6), and a Weaving roll (diff. 6) is
needed to switch back to his human shape; either change takes
1 full turn. A firstborn has only her faerie mien and has to rely
on the Day Dominion and the Mists to hide. Sometimes,
however, it is easier for changelings and inanimae to simply
make use of the Mists to hide as well. Botching any roll to
switch forms locks the fae in her current form for a number of
hours equal to her Weaving rating.
ECHOES AND OATHS
When a fae encounters an Echo, the Storyteller (or
player) rolls the mortal’s Willpower or five dice if the Echo
isn’t being wielded directly by a human being (diff. 7). The
player rolls a number of dice equal to the character’s Oaths
rating (diff. 7) in an opposed roll against the Echo roll. If the
character has the Sprites Background, the player may choose
to add these dice to the Oaths pool (but may only use each
Sprites die once per session). If the fae wins, the repellant fails
to work on the fae and the character if free to do as she pleases,
and is not affected by that Echo for the remainder of the scene.
If, however, the Echo roll came up with more successes, the fae
suffers an effect equal to the number of net successes. These
effects are rated one to five and are listed on p. 111. Firstborn
add one success to the Echo roll, and changelings subtract one
(before applying the successes from the oath roll).
GAINING NEW ECHOES
Roll to gain a new Echo whenever a mortal sees the fae in
her fae mien or the character is revealed as a faerie. The player
rolls 10 dice, subject to the modifiers on p. 114. If the roll fails,
the character gains a new Echo. If it botches, she gains two.
DAMAGE AND SOAK
Fae may soak lethal damage while in their fae miens.
Weapons made of iron inflict aggravated damage to fae in all
forms (they may soak this damage, however). Worse yet, whenever
a fae is damaged by a weapon of pure iron, she loses 1
temporary Mists point. Only pure iron causes aggravated damage
and the magic-sapping effect; iron that has been mixed with other
metals has no special power against the fae.
MISTS AND WEAVING
• Imbalance occurs if either Mists or Weaving is 3 or more
points higher than the opposing trait.
• Spend 1 Mists point to: Bestow Kenning on a mortal (2
for a supernatural being), cloak a cantrip. Spend 2 Mists points
to raise a Lesser Feature to a Greater Feature for one scene. Roll
Mists (diff. 7) to cloak fae mien from mortals; this is not
invisibility, it just makes the fae look human and is broken by
any use of Dominions.
• Regain Mists by: Resting in fae realm (1 per day; see
Holdings Background); casting Unleashings (regain 1 point per
two successes); siphoning from Sprites (see Sprites Background).
• Spend Weaving to: Reduce Unleashing dice (1 point =
one die), reduce Echoes (every 2 points lowers the effect level
by one), control Unleashing (2 points reduces the severity of
a botch by one).
• Regain Weaving by: Resting in a fae realm (1 point per
day), fulfilling oaths (roll Oaths [diff. 6], each success restores
1 Weaving point).
DOMINIONS
Casting Cantrips: Roll is Dominion + [Attribute or
Ability listed in cantrip entry]. Base difficulty is usually 6;
check specific cantrip entry. Storyteller can modify difficulties
as she sees fit. The difficulty is reduced by –1 if the fae is using
her favored Dominion, if the cantrip is being cast at the
appropriate juncture (e.g. the half hour before and after
midnight for Night), and/or on the appropriate equinox (e.g.
Winter Solstice for Night). All bonuses are cumulative but the
difficulty cannot fall below 4. Most cantrips only require one
success to take effect, but check specific cantrip entries.
Unleashing Dominions: Roll is Mists + Dominion. Base
difficulty is 6, modified as for cantrips. Also, player rolls five
Unleashing dice (3 for firstborn); this pool can be reduced
with Weaving points. Strange visual effects happen no matter
what the dice read. If the Mists + Dominion pool comes up
with as many or more successes, the Unleashing happens as
intended. If the Unleashing pool comes up with more successes,
the Unleashing spins out of control. If both rolls fail,
nothing happens except the strange visual effects. If the either
roll botches, destructive, harmful effects happen.
Countering Cantrips:
• Absorbing the cantrip: Defender must have at least 1
dot of the Dominion being used and must win initiative.
Defender rolls Dominion + Weaving (diff. 7) in an opposed
roll against the cantrip. If the defender wins, the cantrip fails.
If defender wins by 3 successes or more, defender gains a point
of Mists.
• Scattering the cantrip: Defender rolls Mists (diff. 7) in
an opposed roll against the cantrip. If the defender wins, the
cantrip fails. Defender may spend a Mists point for one
automatic success.
Countering Unleashings: Roll Mists (diff. 8) in an opposed
roll against opponent’s Mists + Dominion roll. If the defender
wins, the Unleashing is considered a botch, not a failure. Defender
may spend a Mists point for one automatic success.
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Magazine: Dark Ages: Fae - The Right to Dream
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