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Weaving Your Character

New Merits and Flaws, Mien Features, and Artifacts for your Dark Ages: Fae game.

by Eloy Lasanta, Justin Bankston, Crypto and Tim (Dark Ages: Fae | Resources)

Cu Roi was watching the dancing fire, the flames illuminating the leaves hanging overhead. He smelled the blood of the wounded soldiers that was lying on his backpack, trying to recover from deep wounds. He complained a lot into the thin air, but then again he was just a mortal and who really understood mortals? Stepping out of the bushes, Cu Roi approached the soldier, holding out his hands to show he was unarmed. He saw the fear in the soldier’s eyes as he picked up his spear and pointed it towards the fae. The man needed some serious help.

“Lower the spear my friend, I come in peace.” Cu Roi said. He appeared in his human form, that of a young healthy man.

“Go away, I am armed and I’ll use it.” the soldier said. He was only a child, no older then 15 or 16 in mortal years. He smelled like a dying dog to Cu Roi’s sharp senses.

“I am a traveler, just as you, my friend. I am in search of a hot fire, some warm food, and a decent place to sleep. Everyone knows how dangerous these forests are.” He tried to calm the boy down, but the gaping wound in his thigh made him slightly delirious.

“GO AWAY. I’ll KILL you, I will. I’ve got a spear.” He yelled, clearly panicking from his paranoia. The tears in his eyes told Cu Roi the boy just wanted to go home. When Cu Roi did not move, the boy made a small movement with his spear towards the fae. He would use his weapon, even while he was badly wounded.

“I’ll go, I will go” Cu Roi said. He didn’t want a spear in his belly. Cu Roi stepped away from the fire, his hands still held up towards the fire to show he was unarmed. A few feeble attempts with the spear came close to Cu Roi. This angered the fae… he knew the boy had outlived his usefulness.

A few minutes later, the soldier heard some noise in the bushes. He picked up his spear and squinted his eyes to see what was making the noise in the bushes. Grabbing a torch from the fire, he pointed it at the source of the noise. In the light of the fire he could make out a little girl, probably only 6 or 7 years old. Her clothes were shredded, her skin bruised and minor cuts could be seen all over her body.

While she tried to cover her eyes from the bright fiery light, the soldier could hear her speak in a small weeping voice, “Help me, I am so cold.” She was shivering as she tried to cover herself from the cold night. The soldier lowered his spear and approached the little girl. He had to protect her. These forests were haunted by monsters and nobody should be alone out here in the night.

As he walked towards the girl and cast away his spear to pick her up, he never even saw the dagger in her hands. He felt it slipping through his ribs to his stomach and a searing pain made his sight go a fiery white. Then everything went dark.

Humans were so easily fooled. Cu Roi took out the dagger of the now dead soldier and held it in her hands. It had blood on it, but he would wipe that off later. At least he would eat meat tonight. The form of the little girl was one that fooled many a human entering the woods of the Winter changeling. But a fae understood that appearances were just nothing more than clothes you put on in the morning. Dragging the body away from the fire, Cu Roi looked forward to a satisfying meal. He wanted to get home quickly. This forest was dangerous.

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To help you all to create better and more versatile fae characters, we here at ELN have compiled a few new additions. Merits and Flaws, new Mien Features and some new artifacts are presented. We hope you like.

Merits and Flaws

In addition to Merits and Flaws from Dark Ages: Fae, Storytellers may offer the following list to their players. 

Physical

Season's Blood (3-pt. Flaw): Like the Inanimae, the Firstborn or Changeling with this Flaw will bleed, not blood, but that of their Season's Element. Spring will bleed mud. Winter will bleed water. Summer's blood will smolder like lava. Autumn will bleed burst of wind.  Also, if the fae bleed in front of humans, this could reveal them as fae and trigger gaining a new Echo.

Thin Mien (2-pt. or 5-pt. Flaw): Those fae with this Flaw have a human shape that doesn't properly contain their fae mien. The 2-pt version lets one lesser feature leak through to the surface, which makes social interaction harder (+1 difficulty). The 4-pt version lets two lesser features and one greater feature leak through (if the character has no greater features, then it leaks 3 lesser features). This not only reveals pretty obviously that they are fae, but makes it possible for them to receive new Echoes even in human form. First Born cannot take this Flaw, as they have no human shape.

Timely Mien (3-pt. or 4pt. Flaw): The fae’s mien shifts with the passing of each season, when suffering from this flaw.  From one season to the next, the character’s features and appearance will match that of the Court that season belongs to.  This only affects lesser features. The 3-point version of this flaw makes your shift seasonal, while the 4-point Flaw causes changes throughout the day based on time instead of season.  This would make the fae resemble a Winter-Kin at midnight and a Summer-kin at noon.  This flaw can be very bad.

Social

Esoteric/Abundant Echo (variable merit/flaw): One of your Echoes is rare (such as, "you can only be killed by the Bone Sabre of Tenochtitlan"), and you have little to no worry about it.  Alternately, your Echo could be everywhere (you are repulsed by shoes) and are constantly in danger.  The cost of the merit or flaw should be determined with your Storyteller, as it is their world you will be traveling through.

Ritemaster (3-pt. Merit): The fae with this merit is in high regard in his court for his use of Gramarye and usually heads the Sainings of new members. As such, they receive a -1 difficulty to all Gramarye rolls and Social rolls with others of the same court. Remember that the fae must perform his duties to continue to benefit from this Merit. Note: a minimum Gramarye score of 4 is required to be a Ritemaster.

Animal Affinity (2-pt Merit): The fae with this Merit has an easier time dealing with a certain type of animal.  The type is picked from broad classes, such as felines, canines, horses, birds, etc.   When dealing with an animal of that type, the fae has a –1 difficulty to all their rolls.  This Merit can be bought many times, each corresponding to another class of animals.  It usually reflects a firstborn or changeling with animalistic features, but can also be for inanimae that correspond to their certain element well (water=fish, wood=bird, etc.).

Vermin Pheromone (3-pt. Flaw): While this flaw doesn’t only affect vermin, they do give it its most infamous usage.  Because of this flaw, a certain type of animal follows the fae around whenever he goes.  He could be followed by a pack of wild dogs or by a murder of crows or a dozen rats or even a group of venomous snakes.  Whatever type of animal follows him, it is never the nice and cuddly kind, always the infested, vile types of animals – even in regards to the fae they follow.  This always makes social situations difficulty, adding a +2 difficulty to all social rolls with humans or other animals when the “vermin” are around.  And if one of those humans is bitten…

Supernatural

Reconstructed Soul or Sprite's Luck (7-pt. Merit): If the fae with this merit is killed, even by Aggravated damage, their soul will automatically reconstruct itself, but will only be a fraction of its power. Read: they become a Sprite. As a sprite, they would have to find someone else to Foster them again. At their death, the Oaths they once forged are all broken as their magical ties are shattered (even Gold Oaths); however, they will keep all their Echoes from before their death. This Merit only works once. If they die again, they die for good.

Spiritual Link (2-pt. Or 6-pt. Flaw): Most inanimae are not linked to the land from which they sprang, but some others are.  Elders believe that the certain inanimae’s bodies lacked to the independence needed and replaced it with a spiritual connection to the element.  The 2-pt. version of this flaw forces the inanimae to sleep within their element each night.  For earth inanimae, they need to sleep within the dirt, while water inanimae need to sleep at the bottom of their lake or ocean.  The 6-pt. version makes the connection so strong that the inanimae will take damage whenever their land is in trouble.  A wood inanimae of a certain forest will protect it or they will die along with every tree cut down.  Water inanimae will grow sick with the pollution within their waters, trying hard to keep it from being desecrated.


Mien Features

Lesser Features

70% blood: Every bodily function involving water in most creatures uses blood with the fae. Sweat, tears, and saliva are all made of blood (be it human or the fae's own). Fae with this feature have become a delicacy to more adventurous vampire packs.

Animal Features: This lesser feature can be taken more than once and is usually used when a Firstborn or Changeling takes on a more animalistic nature. This can include fur, point animal ears, reflective cat eyes, hoofed feet or hands, a tail, etc. None of these will have any bonuses involved or affect any stat, but will definitely make a fae look more like an animal.

Bioluminescence: The fae with this feature has some part of her being that faintly glows. Examples: could be the fae's skin, eyes, hair, nails, etc. If in complete dark, the glow is still so faint that it provides no additional night seeing bonuses, but can draw attention to the fae fairly easily.

Echoed Voice: When the fae speaks, it echoes into the air as if calling out into a cave. This can be disconcerting to normal humans, as they look behind themselves for whoever is repeating the fae’ voice.

Melodic Voice: The fae does not speak with "normal" intonation. Everything she says, she sings. Melodies can be complex or single repeated notes.  This can be reflective of a high performance skill.

Misproportioned: The fae may have one arm or leg that’s longer than the other. It doesn't stunt their movement at all, as they have had their whole existence to compensate, but it definitely looks strange.   It can single them out in a crowd and even if they are not thought to be fae, they will be considered outcastes among humanity. 

Rough Skin: the fae's skin has parts of it that are unusually rough, usually at the elbows, knees and base of the neck (sometimes the forehead as well). Some fae may have bark grow in these places to reflect their court or element, while some more animalistic fae may show scales on these places.

Seasonal Braids: A hint of the fae's court or element can be seen in their hair. This hint is simple and depends on background. Spring-kin could simply have bright green leaves sparsely through their hair. Winter-kin could have their hair just always slightly damp. Summer-kin could simply have slightly smoldering ends to their locks (the heat will not actually burn anything, it’s just for show). Autumn-kin will have sparse dead leaves though their hair or could constantly have a light breeze flowing through their hair no matter where they are.

Greater Features

Elemental Immunity (Inanimae Only): This feature allows the inanimae to absorb damage equal to their stamina from their own element. A fire inanimae would be mostly unharmed from flame, while a wood inanimae would receive less damage when struck with wooden weapons, like a bat. Earth inanimae absorb damage from falling, while a water inanimae becomes immune to the deepest crushing depths of the sea and can remain below indefinitely.  Air inanimae are able to resist damage from electricity.

Enchanting Voice: The fae's voice resonates a certain quality in it and lowers the difficulty of that particular ability by 2. Spring brings with it the skills of song and speech affecting Expression. Autumn brings bonuses to the fae's voice to make his words more believable, affecting Subterfuge. Summer's voice leads the soldiers on the battlefield, affecting Leadership. Winter's voice strikes fear in their heart of their victims, affecting Intimidation.

Monster's Mien: these are in addition to those presented in the Dark Ages: Fae Core. Spines: The fae has numerous spines, barbs and other sharp protrusions on its body. If struck, these barbs deal Lethal damage equal to the attacker's strength. Prehensile Tail: the fae wields a tail that can be used to perform simple tasks (untying rope, pressing buttons, holding a weapon to defend the fae's back). The average tail is about 2-3 feet long. Sharp Tail: the fae wields a tail that either has something akin to a scorpion's tail or has sharp spines or edges to it. The average tail is 3-4 feet long, but is not prehensile unless this feature is taken twice.

Multiple Eyes: The fae develops several eyes (around 10 or 15) that have the ability to move all around his body, surveying all his surroundings at once. The fae can move his eyes at will to the back of his head, to his shoulder or palm of his hand, pretty much anywhere on his body. All Alertness rolls are made at -2 difficulty and the fae can almost never be taken by surprise.  He will look really icky though.

Second Form: Many legends of the fae have the same fae appearing as men and women alike. With this feature, the fae has a second base form (fae mien) that he may utilize. So, a fae could appear a man in one form and as a woman in another. For changelings, it takes one full turn to switch between the two forms. They cannot, however, have a second human form.  If the fae becomes the victim of a gaining a new echo while in their secondary form, it counts as 2 Greater features instead of one. Only the inanimae can use this to create a second human form as well, but would still suffer the echo penalty.

Transparence: the fae with this feature appears partially transparent. Although the fae is still visible, the background he is obscuring is partly visible through him. This feature reduces stealth difficulties by 2 and also makes the fae harder to hit adding +1 die to dodge rolls.

Wereling: The fae's lower (or upper) body is that of an animal, benefiting their abilities dependant on the animal chosen. The form can be changed to that of fully humanoid again with the expenditure of one weaving point, but all bonuses are lost at that time.

- Centaur: the lower half of a horse allows for +1 Dexterity and +1 Stamina and the fae's running speed is tripled.
- Mermaid: The fae receive a no penalties to movement while in water and his movement in water is doubled.
- Satyr: The legs of a goat give +1 Dexterity and +1 Athletics on rocky surfaces.
- Nagah: Allows for movement over sand without penalty and over water at two-third's speed.
- Minotaur: If taken as an upper half form, Horns work as described in Monster's Mien and fae loses conventional speech, but adds +2 dice all Intimidation rolls. If lower half, movement speed is doubled and 2 dice are added to rolls involving tackling/goring.

Wings: The fae has a pair of wings that extend from the back and can be used for flights of 10 MPH per dots in Strength. These wings can be any kind that matches the character's court or concept. Bat wings, Hawk Wings, Insect wings, etc. All have the same speed equal to strength, but look seriously different. The fae can carry others, but can only move at half speed.

Treasures

Plants, Potions and Powders

Monk’s Hood (Level 2): Also known as Wolf’s bane, the fae of the British isle used this plant heavily while fighting the War of Silver and Iron.  When a werewolf inhales the dust from this plant, it locks their form, preventing their shape shifting abilities.  Obviously, the fae had to be cautious about when the wolf got a does of the Monk’s Hood, or they would have to face an enraged wolf in its war form.

Nutshell (Level 4): Grown from special fae-touched plants, these shells have the ability to contain a humanoid of any size within its tiny walls. These shells are little more than an inch in size, but have been known to hold a Giant is wielded by a significantly powerful fae. To use it, the fae must successfully strike the target's skin with the shell, then make a Wits+Graymare with the number of successes gauging what can held. 1 success can hold a human or a slightly bigger animal (no bigger than a horse). 2 successes are needed to trap a changeling, mage or an animal no bigger than an elephant within its walls. 3 successes can trap vampires, werewolves, other fae or creatures bigger than 40ft tall. 4+ successes can capture a Giant, a demon, or creatures larger than 40ft tall. This Treasure does not affect dragons. The victim is held within the shell for 1-year for each Mist point spent on the Treasure. A diligent fae can always come back later and renew it as well, making sure the victim never gets out.

Invested Power

Flute of Beasts (Level 1 or Level 4): Many stories tell of the faes' power over the animal world, some of them with the fae as animals themselves. This artifact comes from the legends of snake charmers and mystical tamers. The fae plays the flute and makes a Charisma + Performance roll. 2 successes will calm a creature. 3 successes will fill the animal with glee. 4 successes will urge the animal onto its hind legs to dance to the joyous jig. With 5+ successes, the animals will fill drawn to the tune and will follow it where it goes. These effects last as long as the instrument is being played. A level one flute affects only one type of animal, while a level 4 flute affects all animals.

Weaving Parchment (Level 1): Some Fae rely heavily on written messages to keep in touch with other kingdoms and they go the extra step to make sure it’s not intercepted by the wrong beings. After writing the missive, the fae speaks the name of the intended reader (or names if form multiple). The words disappear to all others besides the intended. Each time this Treasure is purchased, the character gains a ream of 20 sheets of this parchment.

Winged Boots - Lesser (Level 2): While wearing these boots, the fae's jumping distances are doubled and their running speeds are tripled. The first fae to create them was Hermes himself, before his untimely demise.

Winged Boots - Greater (Level 4): Hermes quickly one-upped himself, creating an even more powerful version of his winged boots. These boots allow for flight at speeds up to 25 MPH and capable of great heights.

Legendary

Apples of Staif

This legendary treasure is composed of three apples crafted from different materials. It is said that they were created by a firstborn names Staif for the services that a pauper bestowed upon him. Staif was saved by the human and in return, he crafted an Oath and these apples. The human needed only to make sure that he used them wisely, to lead a full life. The first apple was made of gold and if called upon could create a golden steed for the boy to ride on. This steed, and its riding by default, was capable of lightning fist speed and was, in all ways, invulnerable. The next apple, made of silver, could create up to 30 great and powerful knights on horseback as well. These, the best trained of the land, were capable of taking over entire cities by themselves. But they didn't have to. For the third apple, made from copper, could create an infinite number of foot soldiers to be at the boys command. With this kind of power, the boy went on to be king and has been thought to have passed these relics down his family. But the secret of how to use them is lost to this day and Staif died a noble death in the War of Seasons.

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