Dark ages: fae pdf download

Dark ages: fae pdf download

dark ages: fae pdf download

Dark Ages Mage (Vampire: The Dark Ages) [Dipesa, Stephen, Bridges, Bill, Blackwelder, Get your Kindle here, or download a FREE Kindle Reading App. of Dark Ages: Fae are collected here for easy reference. Permission is granted to photocopy these pages for personal. use only. CHANGING FORMS. Inanimae. Duration: 0:07. dark ages: fae pdf download

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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