Monday, March 24, 2014

The Fae, part 2

Fae
True Fae are incomprehensible, monstrous, humanoid creatures. Their motives are obscure; any attempts to communicate have failed. They seem to consider other sentient life inconsequential and insignificant. They do not feel emotions as other sentient life would; they do not experience Envy, Lust, Pride, Wrath, Greed, etc. Nothing; they are simply a force. Fae seem undying, as killing one is nearly impossible. The Hollow have only been able to contain them, or place them into a stasis. The only way to completely destroy a True Fae is to disable its Field i.e. stop all neurological activity. Which is impossible because they cannot be killed.


True Fae produce a Field similarly to the Aether. However, they instead reshape reality, or completely destroy a piece of reality, converting it back into Chaos. These effects are, of course, reversed as soon as the Fae’s influence leaves the affected area; the Observer’s Aether returning to normal. This being said, Fae are not “observed” by the Observers; they do not belong , or rather shouldn’t exist, in the Hollow. Thus, Fae must establish their own reality apart from the Observers through their own Field. They create islands of reality around themselves fabricating everything from the environment upon which they stand, to their own physical form. 

APPEARANCE
A Fae’s appearance varies as they themselves construct their own physical forms. However, they are generally humanoid, lacking any distinguishable facial features, and stand an average of 7meters tall. 

Ergo, if a Fae’s Field were to ever fail, they would cease to exist; the Observer’s would observe that they shouldn’t exist, and they would not. 

IMMACULATE AURA - A Fae's primary mode of defense, and what a defense it is. 

A Fae does not utilize a Field in the same way as other sentient creatures, and may expand their Aura beyond themselves thus creating their own islands of reality. Ergo, the Fae’s abilities, traits, powers, etc. may only affect that which is currently within its Immaculate Aura's range. Further, for every increment of range beyond Touch Range the Aura is spread, Integrity is considered 1 Rank lower for the purpose of a Fae’s Powers. 

Touch – Increase Soak by Integrity versus targets beyond Touch Range; reduce Speed and Defense by Integrity.
Close – Increase Soak and Defense by Integrity /2 versus targets beyond Close Range; reduce Speed by Integrity /2.
Long – Increase Defense by Integrity versus targets beyond Long Range.

To this, it is impractical to engage Fae at extreme range as attacks are simply deflected from the Fae far from the danger. This makes orbital bombardment, fleetships, and other side heavy firepower nonviable. 

Ergo, units must be deployed on the ground, or in close proximity to the Fae, attacking it within it's own Field with heavy support just outside the Field's range. Those tasked with attacking the Fae directly experience incredible danger because within an Immaculate Aura, Fae are supreme. They make the rules. 

TRAITS

Shaping – The Fae may change the Environmental Modifiers, save the time of day, as a Free Action. The Fae may also construct a Field Hazard as a Complex Action.

Sight – Fae never suffer penalties to Awareness, and always roll maximum Awareness. Fae ignore LoS. Fae ignore Stealth. Fae ignore the Partially Covered, Covered, and Concealed Conditions. They are always aware.

Monstrous Creature – Increase all base Vital Statistics by 2, Increase base Speed by 2, Reduce Damage required to Overwhelm target’s with Melee Attacks by 2, Increase Melee Attack Damage by 1d6, Increase Heavy Melee Damage by an additional 1d6, Reduce Defense by 2.

Reality Impaired – Fae are immune to all Physical, Mental, and Dire Conditions. That being said, they are immune to Overwhelm effects. However, if the Fae is Overwhelmed, their Integrity is reduced by 1. Further, when normally considered Battered, all Shaping effects under the Fae are cancelled, it loses its Flight capabilities, and it may not use any of its Powers until they have recovered at least 1 Health. The Fae has no Vitality. Thus, in order to incapacitate the Fae, their Integrity must be reduced to zero. If the Fae’s Integrity is ever reduced to zero, they become Helpless.

Weakness to Orichalcum – Fae Suffer Aggravated Damage from Orichalcum. That is, any non-Special Munition’s Blok (Orichalcum Coin) deals Agg Damage when fired from a weapon. 

EQUIPMENT AGAINST THE FAE

Use unmodified Orichalcum Bloks with high Armor Penetration do prevent the Fae from regenerating. Deal as much Damage as possible to Overwhelm the Fae. 

And it that doesn't work...

Longinus Lance – 20ore
The Character uses this Consumable as a Weapon Attack Action. Deal 1d6 +4 Physical Damage with -1 Armor Penetration to a single target in Line of Sight. If the target is a Fae, the Damage suffered is Aggravated. As well, this Consumable will remain imbedded in the target. If this target is a Fae, their Integrity is reduced by 1 so long as it remains. The target may spend a full Round removing the imbedded Consumable.

Osmium Grenade – 18ore
Create the Fog Environmental Condition within Close Range for 1d3 +2 Rounds. Fae do not have perfect Awareness versus targets within this area.

Rowan Wand – 12ore
The Character gains a Rating bonus to Willpower versus Fae while this Consumable is equipped. 


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