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.