This chapter will outline general information and situations that players may encounter that does not fit in the previous chapters.
Barriers
Substance | Defense Rating |
---|---|
loose earth | 10 |
wood | 50 |
treated wood | 70 |
stone | 90 |
steel | 100 |
dwarven steel | 120 |
The Fae is living mana. In its natural state, Fae has no form or substance. As quickly as it assumes some identity, it changes again becoming something new.
A character with Fae Traits has a bit of Fae living within him which grants the trait in return for stability. When Fae becomes bound to another life form or an item it locks into a particular form. There is no way yet known to extract the Fae without damaging the creature it is bound to.
Raw Fae is Fae in its purest state. It is in a constant state of flux, changing and mutating without end. Looking at a region of raw Fae can be very confusing. Colors and shapes are fluid making the Fae to resemble a psychedelic cloud. Raw Fae will move unpredictably about infecting creatures and objects it comes in contact with.
When a creature comes in contact with Raw Fae he must make a Stamina test to resist gaining a fae trait. The Fae will have an intensity rating determined by the gamemaster. Subtract the margin of the stamina test from the intensity to find out how much fae fuses with the character. If the margin is greater than the intensity, then the character is unaffected by his exposure.
Die Roll | Time Unit |
1 | Combat Turns |
2 - 3 | Minutes |
4 - 6 | Hours |
7 - 9 | Days |
10 | Weeks |
Acute Sense
The character has a new acute sense. Roll on the Acute sense chart to see which one. Proceed to the Determine rating section next.
Allergy
Assign the highest rarity which can be purchased with the amount of raw fae the character was exposed to.
Falling
Characters will at some time or another fall from a height. It's an occupational hazard. The damage a character receives from a fall depends on the distance he falls as shown on the following chart. After the character falls a distance equal to six times his Size attribute in yards, he reaches terminal velocity. This is the fastest the character may fall regardless of how far the drop is. If a character falls more than six yards times her Size, give her the damage for falling that height.
The character may make an acrobatics test to reduce the damage by 50 times the margin percent. The character may also roll a Stamina test to try and survive the fall. Reduce the damage by 50 times the Stamina margin percent as well.
Example: Bork has fallen off of a cliff 900 yards high. Bork's Size attribute is 113 so he only takes damage for a fall of 678 yards (6 x 113 = 678). According to the chart, the damage of the fall is 280 wounds (ouch!).
![]() |
Fire Level | Examples |
---|---|
1 | candle flame |
5 | lantern flame |
12 | torch |
24 | campfire, broken flask of oil |
36 | bonfire |
48 | house fire |
60 | forest fire |
The damage caused by fire depends on the heat of the flame. The chart at the right gives the level for common sources of fire damage. Apply one wound per level each turn the character remains within the flame. Note that the fire will ignite flammable materials and may grow.
Poisons
Vector: This determines how the poison gets into the character's body. Injected poisons must enter the bloodstream directly. The easiest way is to coat a weapon with the poison. Ingested poisons must be eaten to effect the character. Contact poisons can effect a character by touching his bare skin.
Effect: The effect determines what the poison does to the victim. The effect may be wounds, fatigue, or an attribute. Only magical poisons may effect size or luck.
Potency: The potency of the poison is how much effect the poison has.
Some poisons may have more than one effect and potency. For example, An ingested poison with Stamina 50 and Wounds 30 effects.
When a character is poisoned, she gets one chance to resist. Make a Stamina test and subtract 100 times the margin percent from the potency of the poison. If the effect of the poison is wounds or fatigue, add the potency to the character's wounds or fatigue.
If the poison effects an attribute, subtract the potency from the attribute. Lost attribute points are restored at a rate of one point per minute (6 combat turns). If any of the character's physical attributes are reduced to zero , the character becomes paralyzed and can take no physical action. If one of the character's mental attributes reaches zero, the character becomes comatose.
Time
Seconds, minutes, and hours are man made time units. They remain the same no matter what Domain the characters are in. However the local population may have their own unique time units. These rules will assume you are using the seconds, minutes, and hours time frame.
Days and years are determined by the domain. A day is how long it takes for the domain to make one complete revolution (a complete turn on it's axis). A year is how long the Domain takes to circle the sun. Other time units, like weeks and months will be determined based on the length of the day and year in a domain.
Concealment: The concealment rating of a trap determines how hard it is to spot. Subtract the concealment rating directly from the perception test of any creature trying to detect the trap.
Complexity: This rating sets how difficult the trap is to disarm. Subtract the complexity from the trap lore test of anyone trying to disarm the trap. Failing this test automatically triggers the trap.
Effect: The effect of the trap explains exactly what happens when the trap goes off. Some traps merely detain the victim while others may wound them. The effects of a trap are limited only by the devious imagination of the Gamemaster.
Setting traps: Character's may set traps of their own if they have the trap lore skill and a few basic materials to make the trap from. The character must declare the type of trap she wants to make. The gamemaster should determine what materials are necessary and how long it will take to set the trap. After the character spends the required time working on the trap, he makes a trap lore test. The character gets 100 times margin% points to distribute between the Concealment and the Complexity of the trap.
Weather and Climate
*** a few notes for later work ***