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A Game of Immortals: Playing as True Fae... For real!

Turn rules
Core gameplay is largely unchanged. The True Fae can do anything an ordinary character can do if willing to expose themselves to physical harm by leaving their Realms. Stories in which the characters do things themselves are, therefore, played as typical Changeling stories between Primacy turns. hen !pulled bac"# to the level of feuding True Fae, when the characters aren$t venturing forth into the world to conspire or battle, a whole day$s worth of activities are resolved in one turn. This is called a Feuding Turn. %ctions during Feuding Turns are communicated to the Storyteller in secret. rite the action on a piece of paper and slip it to the Storyteller. Thus, one player may target another player$s character with his action and maintain the secrecy of his schemes. % player may ta"e a single action during each Feuding Turn. These actions encompass a whole day$s business, though, so a player$s descriptions of her character$s actions describe the entire scene &or scenes'. (ovement isn$t a part of Feuding Turns) travel to and from destinations is included in the action. To maintain secrecy, however, a player may leave such descriptions up to the Storyteller. (any examples of such actions are listed below. *ou may also reform a Title. This uses your action for that turn. +ne or two Titles may be dissolved and (anifested differently &though it is acceptable to dissolve, for example, a Realm to create a new one with different traits'. ,owever, any benefits &in their old or new form' these Titles gave may not be used for two turns as they reform and settle into new shapes. -uring this period no other Titles may not be dissolved. % player cannot have all his Titles in this state of flux at any period, either . at least one must remain (anifested and vulnerable. %ny new Titles absorbed may be (anifested and used instantly &and will automatically strengthen %ctors and isp pac"s'. /f a player is ever reduced to one Title it (anifests as an %ctor and they may use it immediately.

Character Creation
*ou start off with three Titles. These may be %ctors, Realms, the names of these Titles as well as their manifestations. isps or Props. *ou chose

For the sa"e of simplicity, players are limited to one %ctor form and must have a Title as an %ctor at all times &unless they$re 0refreshing$ their %ctor) see below'. This avatar is

your actual PC. /f they$re "illed, dissolve one of your other Titles. /f you$ve run out your final Title . now your 1ame 2 manifests in %ctor form automatically. +ther (anifestations are in no way limited . you could ma"e all your Titles into Props, for example, or never establish a Realm. A note on powergaming and Min-Maxing: This strongly encouraged, as this is entirely in character. A note on roleplaying and character development: Are you joking? ou!re playing as the True "ae. ou!re playing games with your very li#e and torturing innocents just to give your existence a sense o# purpose. ou get $ored o# your Actor, make a new one. ou wanna grow? %wallow a new Title.

Actors
The rules for creating %ctors are as on page 34 in The 56uinox Road. Frailties, taboos and banes are an essential part of character design . they$re there to balance the scales somewhat. Fae with many Titles have more debilitating wea"nesses that are easier to exploit by wea"er Fae. *ou are limited to one %ctor form. This avatar is the closest thing to your actual PC. /f they attac"ed and "illed, the True Fae responsible can claim their Title. /f no True Fae is responsible the Title is lost. *ou may immediately dissolve one of your other Titles. This Title still cannot be used for two turns, but you may continue to act &using other Titles and Serfs' as normal. /f you$ve run out your name manifests in %ctor form automatically

Realms
7y (anifesting a Realm, as well as a more secure base of operations, you get dice bonuses while acting there and your enemies and rivals suffer penalties. *ou can create a domain for yourself without using a Title, but none of the following mechanical benefits are provided. hen in your Realm your 8lamour refills each turn as is normal for %rcadia. *our rivals suffer no such bonuses . in fact the Realm is actually anathema to them and levies a 29 penalty to all actions. The Realm also provides a single benefit chosen from the following list . ,ostile 5nvironment /t might be an empty desert, a labyrinth that constantly changes, a :ungle filled with monsters or a beautiful gardens with plants that are uniformly poisonous. Regardless of the form ta"en, any character not local to the Realm suffers a .; penalty on all rolls that involve traversing, infiltrating or surviving within the Realm. These might be Survival

rolls, but could be stranger . for example a penalty to Socialise rolls in a True Fae$s endless party where a newcomer is clueless on the eti6uette. %s this penalty is not applied to locals it can be valuable to lure a True Fae$s Serf into your service to bypass this &rules for this can be found later'. Fit for Purpose *our Realm has shaped changeling that are especially suited for particular tas"s 2 pic" two s"ills. %ll your Serfs are assumed to have two dots in these s"ills in addition to any other sills they possess. /f this s"ill is their primary s"ill, the dots stac" with the dice already provided. For example, a dangerous wilderness may effectively train all changelings in Survival and %thletics. % giant, bustling factory might bestow Crafts and Socialise, a library %cademics and +ccult, fighting pits 7rawl and eaponry. +utput *our Realm creates something useful . 8oblin fruits might grow there, changelings might labour over forges to create To"ens and other wondrous things, vicious hobs and changelings might be sold as slaves and pets or still stranger things might be created, refined and then sold from your Realm. +utput gives you a form of currency that can be useful for bribing Privateers or bargaining with ,obs.

Props
(anifesting as a Prop creates an item of great power. Rules can be found on page 39 of The 56uinox Road. % power that imposes a drawbac"s on the wielder &unless they$re part of the same True Fae, of course<'are not essential, but are strongly encouraged. (any True Fae spin one or their Titles into a Prop and use it as a powerful weapon. The Prop form has its wea"nesses= hile it is of limited sentience, it can be ta"en and it can be used against other Titles. /t can become lost. %nd most importantly, it can be destroyed. >i"e an %ctor$s bans, banes and frailties, every Prop has a single wea"ness that will unma"e it. /f they are destroyed, the True Fae responsible can claim their Title. /f no True Fae is responsible the Title is lost.

Wisps
Create isps normally as per the rules on page 3? of The 56uinox Road. *ou may use isps for remote actions instead of Serfs, but this ris"s them . they can be captured and "illed. @eep a note of the number of isps destroyed. The final isp holds the Title and can, if safely in %rcadia, be dissolved to free up the Title. /f they attac"ed and "illed, the True Fae responsible can claim their Title. /f no True Fae is responsible the Title is lost.

Serfs
5very True Fae has a stable of changelings, "idnapped humans metamorphosing into useful or amusing new forms. They$re your playthings, your toys, but they can also be valuable agents . bodyguards, recruiters, diplomats... They have their uses.

% Serf has a primary s"ill and a dot rating from A to ?. Their dot rating is doubled to create their -ice Pool for that s"ill. %n additional trait . >oyalty . can be bought. This costs a dot and limits them to a maximum of four dots in their primary s"ill) their soul has clipped wings and will never 6uite grow as much as a changeling that retains a spar" of humanity and rebellion. >oyal . This Serf, whether through fear, twisted love, emotionalBchemical dependence, forgetfulness or something else, cannot be turned against you. They will never flee or be lured away from your service and will willingly &and probably' die for you. hen sent to perform a tas" in another True Fae$s realm, the hedge or earth, a -ramatic failure means that your changeling has used this opportunity to escape. >oyalists were "illed in your service as a direct conse6uence of their loyalty.

Actions
,ere are sample actions of the sort you might ta"e in your Feuding Turn. &aiding the Mortal &ealm hen you want new Serfs, you$ll have to go to the mortal realm and ta"e someone. The roll for this varies . perhaps you seduce someone and drag them through the thorns &contested, Presence C Persuasion vs Resolve C Composure', or you stal" someone until they$re alone &contested, -exterity C Stealth vs its C Composure'. (aybe you tric" them into offering themselves willingly &contested, (anipulation C Persuasion vs Resolve C Composure' or even set up a "eyed portal to trap people &contested, /ntelligence C +ccult vs its C /ntelligence'. 'reating a %er# ,aving stolen a mortal, you$ll need to ma"e them into a suitable servant. *ou might literally tear them apart and rebuild them &extended, /ntelligence C (edicineBCrafts', you might use Fae spells and fruits to change them &contested, /ntelligence C +ccult vs Stamina C Resolve' you might focus more of brea"ing their will and let your Realm change their body &contested, Presence C (anipulation vs Resolve C Composure.' For some changelings, li"e ogres, you might literally beat them into shape &extended, Strength C 7rawl'. 7easts may re6uire training &contested, Presence C%nimal @en vs resolve C Composure'. (idnapping a %er# Ta"ing another Fae$s Serf is difficult . often your %ctor &or your ispsBSerfs' must enter their domain and find the Serf first. This is an extended roll and could ta"e many forms . trac"ing them through a dense forest would re6uire its C Survival, finding them in the mas6ue ball (anipulation C Socialise. % dramatic failure on this roll means your agents

have been discovered &and li"ely captured themselves' or your %ctor is attac"ed. Realms with ,ostile 5nvironments will penalise this roll %fter this roll, a contested roll is re6uired to actually capture them. /t could be a simple Strength C 7rawl vs Strength C 7rawl, an ambush that lets you gag and bind them before they can act &Stealth C -exterity vs its C Composure' or tric"ingBthreatening them into following you &(anipulation C SubterfugeBPersuasionB/ntimidation vs Resolve C Composure'. +n a dramatic failure they call for help &or their screaming summons hungry monsters' and the %ctorB ispsBSerfs are discovered as above. Turning a %er# %ssuming that a Serf isn$t >oyal, they can be brought into your service. This could ta"e one or many forms . honeyed lies and promises of a better life and freedom &contested) (anipulation C Subterfuge vs Resolve C Composure', outright seduction &contested, Presence C Persuasion vs Resolve C Composure', torturing and reconditioning &contested) (anipulationBStrength C /ntimidation vs Resolve C Composure'. % success means they will perform one tas" for you, give you one piece or "nowledge, etc. %n exceptional success and you$ve managed to gain their allegiance . the Serf becomes yours. 1otably, they are not >oyal and can be reclaimed by their original @eeper or by others. Remember a Serf from a Realm with a ,ostile 5nvironment is not sub:ect to its penalty and as such . in accordance with many stories . can prove the perfect weapon against their former tormentor and master. )earning the weakness %ll True Fae have wea"nesses. /t$s the rules. ,alf of their feuds consist of finding out what these are. % clever True Fae might get their rival to reveal it themselves &contested) Subterfuge C (anipulation vs Resolve C Composure'. % trusted servant or old enemy may "now the secret. Torture &contested) StrengthB(anipulation C /ntimidation vs Resolve C Composure' might loosen their tongue. Consulting a powerful oracle or sage in the ,edge might be re6uired, perhaps paying them with a favour or +utput from a Realm. Some might even use trial and error, throwing their servants at their foes. +n a dramatic failure the flaw is guessed incorrectly &often with disastrous conse6uences when battle is :oined'. Attacking the True "ae* This should be resolved as a normal combat between the %ctorB isp&s' and whatever agents have been sent to "ill them. @illing an %ctor or every isp lets you consume their Title and use it as you see fit. %tealing the +rop /t$s a staple of fairytale literature. The golden goose, the singing harp, the +ne Ring... They can be stolen. Props can be stolen bac", of course, if the True Fae "nows who too"

it. Roll Stealth C -exterity &this may or may not be a contested roll' to infiltrate wherever the prop is held andBor dodge its guards &apply any appropriate penalties for a Realm if the Prop is held there'. % dramatic failure on the first roll "ills a isp or loyal Serf &a disloyal one uses this opportunity to escape to the ,edge' when powerful guardians notice them, or other perils stri"e. %n %ctor is instead wounded, or even captured. 1ow roll >arceny C -exterity to ta"e the Prop. % dramatic failure means that the wrong item was stolen . a fa"e, often enchanted in some way, is ta"en instead. /t may ta"e some time to realise the error. +n an 5xceptional Success the True Fae is unaware of who too" the Prop... )earning the weakness There are several ways to learn how a Prop should be unmade. /t could be found in a boo" of Fae lore that re6uires finding an ancient library in the ,edge &extended, its C Survival', then searching for the information &extended, %cademicsB+ccult C /ntelligence'. /t might be tric"ed out of an %ctor$s own mouth &contested) Subterfuge C (anipulation vs Resolve C Composure'. hen the Prop is in hand, an expert might even deduce it from the device itself &extended, CraftsB+ccult C /ntelligence'. +n a dramatic failure the flaw is guessed incorrectly. ,estroying the +rop. -estroying a Prop allows you to devour the Title and use it how you see fit. Dsually, no roll is re6uired for the actual destruction of the Prop . whatever unma"es it does so automatically. ,owever, the highly specific wea"nesses of Props are usually difficult to attain and a tas" or outright 6uest is usually re6uired to do so. 5xamples . Convincing a mother to willingly give some of her child$s blood &contested) Persuasion C PresenceB(anipulation vs Resolve C Composure', finding a fruit &the :uice of which will destroy a Prop' at the heart of the ,edge &extended, its C Survival', surviving the perilous ascent up the volcano the Prop must be cast into &extended) %thletics C Stamina'.

Alternati e Frame!or"s
The #any$%ea&e& %y&ra
/n this variant, players instead control the different %ctors of a single True Fae. %s such they are able to wor" together &though not without friction' as they are ultimately different appendages of the same entity. They might pursue rivalries with 1PC True Fae &using the rules above' or pursue stranger and grander designs . establishing a foothold in the mortal realm, undermining and ultimately attac"ing a Freehold. /n this mode Feuding Turns still exist but are primarily used to deploy agents into the Freehold andBor to speed through gameplay elements that do not deserve complete screen time &for example the

days spent torturing information out of a courtier'. Playing as 0heroic$ True Fae is strongly discouraged and if you really must ta"e this route ta"e note of the death toll and other damage done by characters without a (orality trac" and realise that, :ust maybe, you were playing as villains all along.

The Faerie Court


/n this variant one player controls a True Fae %ctor and the other control their servants . changelings, ,obs and the li"e. This is a difficult variant to play because even the gentlest of the @indly +nes will warp the bodies and minds of their servants without a thought and has no empathy whatsoever. 5ven loyal servants might chafe under such treatment, and as such this mode of gameplay could easily evolve into a P v P setup and will re6uire deft handling by an ST to overcome the inherent unfairness and tension. Feuding Turns may be used as normal, though players are li"ely to be the agents used by the True Fae. 5-/T= Typically, / posted this the day Than"s were disabled... 5-/T 9= 5xpanded things a bit and added some brief guidelines on game variants that are less P v P but still use the above rules and flavour.

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