Introduction
What is Role Playing?
Whenever you pretend to be someone else, you are role playing . Actors play roles when they act on television or in the movies, and children play roles when playing pretend. A role playing game, called RPG for short, is like the "play pretend" games children play, but is much more sophisticated. RPG's have rules to help you resolve the actions you take. This helps avoid the arguments that always seem to break up childhood games. ("I shot you!" "Nu-uh! I got a force field on!")
You and everyone playing will adopt the role of another person living in an imaginary world. This other person is called your character. Your character can be like you or someone completely different. Some players like to model their characters after people in movies, comics, or books, while others prefer a completely original idea for their character.
One person in the group will assume the position of Game Master. The Game Master is like a storyteller. He narrates the setting and background to the players and tells them how everyone and everything in the game world reacts to the player's characters. The Game Master is also a referee. The Game Master must make sure that the game is played fairly and that everyone has fun.
The Fae Domains
This Role Playing Game is set in a fantastic arena called the Fae Domains. Within the domains, magic permeates everything. Creatures and things gain supernatural abilities and strange mutations from a bizarre, chaotic force called fae. The only limit to the beings and places you may encounter is the imagination of the Game Master.
Every domain is a pocket of reality molded to the will of an individual called the Fae Lord or Lady of the domain. Domains can come in nearly any form you can envision. One domain may be a flat disk inhabited by dozens of intelligent races and covered top and bottom by wildlife. Others might be spherical like a planet and nearly barren of life. A domain might even be a pocket of air with creatures that have no physical form living within. Between the domains is the void, gaps in reality that have not been solidified by the will of a sentient creature.
What do I need to play?
To play Fae Domains, there are a few things you will need:
- A copy of these rules
- Some paper and pencils- You will want to use pencils for most things because information can change often in the Fae Domains.
- At least two ten sided dice of different colors- The chapter on Making Tests will instruct how they are used.
- Two or more players
- Lots of imagination
In addition to these bare minimums, here are a few things that can be helpful:
- A calculator- There is a lot of math in these rules. Optional rules can make calculations easier, but having a calculator on hand will speed up the game and make it more enjoyable.
- Miniatures- Using miniatures makes it much easier to visualize what is going on. The Gamemaster Hints chapter describes how to use miniatures in the game.
Chapter Breakdown
- Chapter 2, Making Tests, will teach you how to make skill and attribute tests. In Fae Domains you use these tests to see if you succeed when you try to do something. This chapter also has several optional rules to spice up or simplify the testing process.
- Chapter 3, Attributes, describes each of the character attributes and what they allow the character to do.
- Chapter 4 discusses Wounds and Fatigue as well as the healing process.
- Chapter 5, there is a complete listing of the Skills in Fae Domains and the system for their use.
- Chapter 6, Traits, describes each of the special traits that a creature may have in detail.
- Chapter 7, Races, discusses several sample character Races and lays out a system to help you design your own.
- Chapter 8, Equipment, defines the game system for using items and gives listings of many items that may be of use to adventuring characters.
- Chapter 9, Character Creation shows how to make characters of your own. It also has a section to help you figure out where everything goes on your character sheet.
- Chapter 10, Combat, describes how to resolve combat and includes many special combat situations.
- Chapter 11, Magic explains how to cast a spell, figure up drain levels, and enchant items.
- Chapter 12, Spell Book, gives examples and details of many magic spells which may be used within the game.
- Chapter 13, General Information, gives rules for many situations the characters may run up against. It includes rules for falling, raw fae energy, traps, and many other dangers.
- Chapter 14, Gamemaster Tips and all the chapters after are for Game masters only. The Gamemaster hints chapter describes several ways to improve your game mastering style and increase the fun for everyone.
- Chapter 15, Creatures, describes the beings in the game which are unsuitable to be player character races. They give the game master opponents to challenge the player characters with.
- Chapter 16, Domains, describes the rules for defining Domains and lists several Domains that characters may explore.
Glossary
Here is a list of terms and abbreviations used in this rule book.
- AGI - Agility.
- The attribute that determines speed and dexterity.
- CHA - Charisma.
- The attribute that determines attractiveness and persuasiveness.
- DR - Defense Rating.
- This determines how strong an object is.
- FP - Fatigue Points.
- This is how tired the character may become before falling unconscious.
- GM - Game Master.
- The GM is the person in charge of the game. He or she plays everyone and everything that the players do not.
- INT - Intelligence.
- This is the attribute that determines reasoning and memory.
- LUC - Luck.
- This attribute helps things go the character's way.
- M% - Margin Percent.
- See the entry for Margin Percent below.
- Margin
- The margin is the numeric result of a skill or attribute test.
- Margin Percent
- Indicates that you should use the margin as a percentage. You can make any number a percentage by dividing the number by 100.
Example: The rules state to multiply Margin Percent by 80. Alan rolls a Margin of 33, so he multiples 80 by 0.33 (33%). The result is 26.4, which rounds to 26. |
- MCS - Modified Chance of Success.
- After adding and subtracting all the modifiers to a skill test, this is the number you must roll below to succeed.
- MR - Move Rate.
- Move rate is how many yards the character may move in a single action.
- REA - Reaction.
- This attribute determines how quickly you react to situations and how fast you are in combat.
- SIZ - Size.
- This attribute determines the character's mass.
- STA - Stamina.
- This attribute determines how resistant the character is to damage and illness.
- STR - Strength.
- This attribute is how physically strong the character is.
- WIL - Willpower.
- This attribute determines how strong willed the character is.
- WP - Wound Points.
- This is how much damage you may take before dying.