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Dark Ages Fae: Unleashing

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  • #16
    Originally posted by Saur Ops Specialist View Post

    "And no vampire survived that night."
    First time I saw the DA Fae, when I got into their powers... Boy, oh boy...

    And... Yep, a Day 5 unleash OR cantrip would vaporize most elders (and methuselahs)

    I love DA Fae, even more than CtD... I wish I could play a mix of both, because both have elements I would like to see - I love their powers of course, and the real sense that they are magical beings and not some derranged limited sorceres types, I love their "races" - inanime, firstborn and changellings... That I think is lacking in CtD, I also love their four courts system better than Seelie/Unseelie, I also adore everything about their weaknesses and their pacts.... And I also love the fact that you can play with a centaur, or a harpie, gargoyle, swamp monster, tinker Bell, djinn, Night Walker, Nazghul, a thing-humans-were-not-meant-to-know or whatever your imagination could bring, instead of being stuck with the sometimes silly kiths of CtD
    But I lacked the battle against banality.

    In my Chronicle, made a serious crossover with Mage, the Sourcerors cruzade.

    But there was a catch: the enemies of the PC were the Order of Reason. Sure. But they were only a sympton.

    Because there were a new breed of Fae in the area... They called themselves "the angelicals", and answered to no Court. They formed a court of their own, in secrety, building their strenght and planting the seeds of their plan for millenia guided by their general Gabriel, while the other courts would clash.

    So, the angelicals, Fae with human bodies and large wings, started recruiting humans... Guiding them towards renegating their oaths with the "good folk", and to even persecute other Fae, while telling them to have no fear, cuz God were on their side.

    But the moment of "revelation" were when the might general Gabriel sought a Cabal of Mages, to reveal them the "Pure thoughts of God".

    Of course, the Seraphins, the highest rulers of the angelicals, were máster manipulators amongst the Fae, and not REAL angels. So, they used humans (and mages) to gain power in Fae society and crush their enemies; while the other Fae didn't care about frail humans, the order of Seraphins saw their raw potential (but even they underrastimated their pawns, because the monster they helped created, the Gabrielites and the Order of Reason would later be their undoing).

    So, the PC had to find out more about those "angels" that the humans were talking about, and try to unite Fae society against them, before the war of courts could break again, otherwise it would be too late for all

    Angels as the big bads? Yeah... That was cool...

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    • #17
      Of course the PC failed to unite the courts (they weren't supposed to), so the war broke out, the Fae society were no more, so they became easy pray for the angelicals and their Mage and humans puppets...

      After that, the PC did what the Chronicle really was about: gathering the survivals, and survive. The remaining Fae lost their old court alligeances, and formed a coallision: the Old Ones. Now, they would hide in order to seek vengence. So, it became a very different game; I made some adaptations, but it worked. The game now became one like "the mask", and the once proud rulers of the world became corned rats. Whenever they hard about angelicals or the weavers of reason, the word were "run and hide". Live to fight another day. Also, there were the rescuing of the remnamt Fae too. In time, those survivals that were not integrated into the new Fae society became "The Lost", bitter savages made into ancient terrors due their isolation, blamming humanity and all the Fae for their stupidity, seeking only revenge against all - Angelicals, Humans and Fae alike.

      The PC (with other Old Ones) helped to create the Traditions, and my world became a Order of Reason + Angelicals versus Traditions + Old Ones Fae.

      By the rennascense, the Old Ones (and PCs) decided to use their enemies tactics against them... Making matters worse. So, they tought it would be a good idea to turn the humans away from the angelicals... But since the old gods and the old ways were almost fogotten, the way they did it were replacing the humans oaths towards the angelicals with... Disbelief.

      It worked: the Order of Reason became the Union. And under the directives of the New Control, fables about angels had no place in their New World

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      • #18
        I don't know if this is the right place, but since we're talking about DA: Fae, were there only those few examples of Features (Lesser or Greater) presented in the corebook? I think this is one of the most important things about the Fae and it's totally under-appreciated.

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        • #19
          Just create new ones yourself. The ones in the corebook are only examples and DA:Fae never received any additional supplements. In the DA:Fae game I currently run I borrow Ideas from the apocalyptic form powers of DtF and even cantrips. One firstborn who evolved from a water sprite but doesn't have the Night Dominon has the Control Water cantrip as a greater feature.

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          • #20
            I despise Changeling, but I LOVE DA:Fae. My Changeling in the DA was a self-insert to work out my sexual frustrations (I couldn't play him again now... basically I was playing him as this virile hyper-sexualised stud that I wanted to be, and now that I've fulfilled some aspects of that fantasy the idea of roleplaying it makes me want to throw up) and it was a lot of fun. His Fae Mien was a local legend, The Woodsman, a giant with antlers and fur, while his other persona was a Priest in training and a ne'er-do-well at a local tavern. There's a LOT to analyze about my psyche mixed in with that character.

            Anyways, RE Unleashing, you're limited to the effects the book says you can pull off with that level. Level 1 powers affect you in some small beneficial way, at level 2 you can help or harm others etc. There are guidelines. And remember Unleashing dice, and remember the important thing; YOU MUST BE IN FAE MIEN TO UNLEASH. The Water Elemental needs to visibly become a woman with blue skin and watery orbs for eyes. The Changeling needs to grow two feet taller and develop warm amber skin. Cantrips are much safer, but the dice pools are much smaller.

            DA:Fae is missing a power source, so just add Glamour. Fixed.

            DA:Fae's Locked and Lost mechanics are utterly broken since they're based on Permanent ratings rather than Temporary ones. Make them Temporary, and make Cantrip botches drop your temporary Mists while Unleashing botches drop your temporary Weaving. To avoid Lost and Locked becoming too common, make the difference you need to become Lost or Locked a bit bigger.

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            • #21
              Originally posted by Flinty View Post
              Just create new ones yourself. The ones in the corebook are only examples and DA:Fae never received any additional supplements. In the DA:Fae game I currently run I borrow Ideas from the apocalyptic form powers of DtF and even cantrips. One firstborn who evolved from a water sprite but doesn't have the Night Dominon has the Control Water cantrip as a greater feature.
              There's a book set in Jerusalem which has content for DA:V,W,F and M.

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