Faerie

Powers

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.

Arts (Attributes)

The Arts of the Fae are means by which they can restructure the stuff of existence to better fit the narrative they are telling.

Conjuration (Creating, Perfect, or summoning a copy of things)

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Enchantment (Control/Move)

Transmutation (Alter form or substance)

Abjuration (Prevent/Destroy)

Media (Abilities):

Character - Anything treated as a person.

Prop - Anything posessed or used by a person.

Setting - The surroundings. Anything not part of an actor, or directly weilded by them typically.

Foil - Things that stand out as strikingly incongruous, out of place, or in conflict with their given surroundings. Would be used to affect Fae in the stark world or Humans in the dreaming.

Pacing - Timing of events.

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.

  • The Summer Lands - The parts of Faery closely resembling the Stark world and shaped by the thoughts and dreams of humans. While not identical in all the specifics features of the Summer Lands generally resemble those of the Stark World nearby. The major difference between the two regions is that the Summer Lands are always a more lush, dramatic, imposing or intimidating than their Stark counterparts.
  • Under Hill - Pockets or bubbles of Summer lands generally separate from or only tenuously connected to other areas. Like little extra-dimensional spaces reachable only by passing through the Stark World.
*Bastions - Regions of relative Starkness. This does not make them Bleak, but merely means that they persist much more strongly against the changes that periodically sweep the lands.

Regions of the Stark World

  • The Weird - Areas where the Summer Lands overlap the Stark world. The Glamorous beings and features of the Summer Lands generally remain invisible to mortals even in these areas, but can choose to interact without spending any extra glamour. Mortals here still give fae in these regions a point of Permanent Starkness if they witness their activities though.
Starkness or Glamour are rarely gained or lost in such a region simply from exposure.
  • The Mundane - This is the normal mundane world. Creatures lacking Starkness can exist here but are normally unseen and unable to bring about changes in the world unless they spend an extra point of Temporary Glamour to do so. Those with a Starkness rating gain 1 point of temporary Starkness per day of exposure to such an area.
  • The Bleak - These are the most mundane and ordinary seeming areas of the world. Creatures lacking Starkness find their Temporary Glamour dissolving at the rate of 1 point per minute until they leave such an area. After all their Temporary Glamour dissolves in this manner a point of their Permanent Glamour gets changed into 10 temporary Glamour which in turn eek away. This continues until their last point of Temporary Glamour is gone and they cease to exist. Those wishing to use Arts in a Bleak region must spend 2 extra points of glamour to make them work.
Those with a Starkness rating lose only 1 point of temporary Glamour per day but gain 1 point of Starkness per hour of exposure to an area.

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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