Fae

The stories of a shimmering world just beyond ours and ancient tales of faerie folk have been proven true. Fae are manifest in reality in the 7th Age, they are imagination made real. As walking legends of a bygone era returned, Banality has less of a grasp on reality and Fae are able to return to the mortal world, for now, the Unseelie Courts control it.

Their mechanics can be found in The Shining Host, Player's Guide, and Kithbooks.

Changes

There is no human side to them any longer. As a result of this, Fae no longer have to enchant people for them to see into the dreaming. The Near Dreaming is always present in Dischordia! As well all damage is chimerical and chimerical things are real in 7th Age Dischordia.

Arts

All arts have 5 levels in them and follow the standard challenge system listed above. Arts that do not have 5 levels printed for them have been updated by converting the tabletop rules to LARP. See the Custom Powers document for details. And remember, all Arts are now a challenge vs. a character, not static challenges to succeed. Arts must be purchased in order of level to attain higher level cantrips.

Trait Cap

This chart is based upon the difference between your permanent Glamour and Banality ratings. New characters cannot begin with more than 5 permanent Glamour over their permanent Banality.

Glamour over Banality Traits Ability/Backgrounds Willpower Maximum
1 14 5 6
2 15 5 6
3 16 5 8
4 17 6 8
5 18 7 10
6 19 8 12
7 20 9 14
8 21 10 16

Gaining Glamour

We use the rules for all Epiphanies from page 189 of the Shining Host. Increasing your permanent Glamour must be approved by a Storyteller and must complete a part of your character’s personal story. You cannot gain glamour for the same action twice and each gain in glamour must be more grandiose that the next. You can, only once ever, increase your permanent Glamour by permanently Ravaging your Dreamers and/or Holdings. This will decrease your population by 1,000 each time and permanently reduce your Dreamers and Holdings background by one as you rip the Glamour out of your Dreamers or Freehold and destroy them by doing so. Glamour always costs 3 experience to purchase.

Bunk Traits

Fae may gain additional traits in casting their arts by virtue of performing a Bunk (Shining Host Players Guide pg.202). However, no character may gain more bunk traits than their permanent Glamour minus arts hung, up to a maximum of 10. This is your Bunk Trait Cap. If you have a glamour of 5 and you have hung 4 cantrips, you may only gain 1 trait bunk. If you have a glamour of 7, and you do not have any hung cantrips, you can gain the full 7 bunk traits. This cap is to stop a system of easy abuse where it was possible to gain 20+ bunk traits in some scenarios. We do use the Jester’s Rules (pg. 202 Shining Host Players Guide) for determining what dictates gaining bunk traits. We use the Reality Check Method of using bunks during combat found on pg. 206 of the Shining Host Players Guide. All bunk trait gains are subject to Storyteller approval.

Hung Cantrips

To hang Cantrip you must possess the Time Realm. The Time Realm determines how long you can hold a hung cantrip (meaning a cantrip you performed previously to use later). Beyond this chart you will need to have the Art of Chronos to extend times and effects as described therein.

  • Time 1 - One Minute
  • Time 2 - Ten Minutes
  • Time 3 - One Hour
  • Time 4 - One Night
  • Time 5 - One Week

Countering Cantrips

As described in the Shining Host, the target of a Cantrip may utilize their Banality to defend itself against cantrips, at the cost of gaining more temporary Banality. Fae with the Fae Realm x 5: Dweomer of Glamour may attempt to manipulate the Glamour powering the cantrip itself. This requires the Fae to possess both the Art and Realms of the original casting to do so. Other cantrip-centric manipulations using the Fae Realm: Dweomer of Glamour will need to be handled by a storyteller on a case-by-case basis.

Dragon's Ire

We are using The Dragon’s Ire optional rules for Fae on pg. 199 of the Shining Host Players Guide. However, a player cannot ever call for it. It is solely up to a Storyteller whether or not the situation is dire enough for The Dragon’s Ire to come into play.