The powers of the fae do not fall along the same lines as do those of mortals. In place of Attribute they have abilities called Arts. In place of the understandings mortals call Skills the fae have masteries of various Media.
The Arts of the Fae are means by which they can restructure the stuff of existence to better fit the narrative they are telling.
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Starkness = Plausiblity/Definition
Glamour = Potential/Mystery
Definition = Starkness limit. Also used for resisting Arts + Media.
Mystery = Glamour limit. Also used for resisting Attributes + Skills.
Spending Glamour can make dramatic things in the Stark World.
Spending Starkness can make things more permenant in Faerie.
Uses of Permanent Glamour: Works like health levels against Chimeral attacks if they get past your in the Realms of Faery. Necessary in some way to produce Arts and Media. Maximum bonus dice to Artistic narrative attempts.
Blatant vs. subtle. Blatant is rude. Subtle is polite. This is an odd conceit held over from interactions with the Stark world. Only sorcerers and monsters are Blatant in their use of the Arts, and these generally stay far away from the things in the Stark World.
Ways to gain Starkness: Use blatant arts in front of mortals.
Consequences for incurring Starkness? Limitations: Shape, (human?)Values, obedience to natural laws,
Gaining Starkness: If a mortal witnesses you doing some Blatant art they impose a point of Permanent Starkness on you. If they roll Will or Reason + Cosmology, Science, Religion, or Occult they succeed and you gain the point of Banality. By spending a point of temporary Glamour and gaining more successes on an Abjure + Foil check than the opponent you can avoid gaining the Banality but they will remember nothing of the encounter.
Any time you do something "weird" you get a point of temporary Starkness as humans attempt to give meaning to your actions, along with this comes an obligation to fulfil their expectation. Even using Arts is possible as long as the effect produced is subtle and fulfills their expectations.
Fae may choose to remove a point of permanent Glamour to get rid of a point of permanent Starkness or vice versa.
Semi-Permanent Mein Features/Mutations/Birthright-Frailties for every point of Banality taken?
Starkness is necessary to appear normal in the human world.
Regions of Faery:
*The Mists - Regions with no Starkness. Vague, undefined backdrops or panoramas of constantly changing nature where little makes sense, sometimes actual fog enshrouded lands out of which dark and brilliant shapes emerge.
The Wilds - Regions with minimal starkness except in specific islands so narrated through fae Arts. These regions are relatively stable and unchanging except when the fae will them to change through Narration.
Regions of the Stark World
Origins of the Fae: Starkness acting on the lands of mystery.
Factions:
The crafters (mine starkness to produce enduring things in Faery)
The conquerers (seek to expand the Weird regions)
The seperatists (fear that Faery is being tainted by too much starkness)
The banalists (unsettled by change, want to get rid of all things Mist related and increase Starkness)
The champions - support narratives of the rulers in the human world.
The paladins - support human causes in the world of Faery.
Why go into Faery? Reciprocal effects, Mystical treasures, end threats, accomplish wonderous effects.
Keeping the secret: Faery keeps it's own secrets to some degree, but fae might not want their true nature found out lest mortals start starking up all their domains in ways they don't want. Curious mortals can be a nuissance.
Include theme of loss (like Arcadia, Atlantis, cities of gold, etc.)
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