DA: FAE CONVERSION

One of my numerous hobby projects is the attempt to convert the RPG "Dark Ages: Fae" into the new "World of Darkness" rules system published by White Wolf. The ideas and mechanics I've worked out so far appear below. Suggestions are welcome.


Character Creation

As usual, but when applying the "Supernatural Template", it goes like this:

1: Choose origin. As usual, with mists, weaving and dominion ratings left unchanged.

2: Choose Court. Favored dominion unchanged. Add a dot to one of the court's favored attribute:
Spring: Dexterity or Composure
Summer: Presence or Resolve
Autumn: Wits or Manipulation
Winter: Strength or Stamina

3: Other Traits

Skills:
Computer becomes gramarye
Science becomes Theology
Drive becomes Ride
Firearms becomes Archery

Merits:
Holdings, Oaths, Sprites and Treasures will be standard scalable Merits, following the NWod rules for Merits.


4: Morality. Each court will have its own morality chart, and all characters will begin at 7. These are nder construction as we speak. Dropping to 0 in a courtly moral chart will result in you being branded Solstice and expelled from your court. solstice who reach 0 on their own morality chart will suffer penalties as of yet undetermined. Perhaps turning into a human/becoming lost.

5: Choose Features and Echoes and the rest as normal.

6: Experience costs:
Favoured Dominion - New Rating x 5
Non-favoured Dominion - new Rating x 6
Mists or Weaving - New Rating x 3
New Lesser Feature - 2
New Greater Feature - 5


Sprites

Will follow much the same rules as Ghosts and Spirits. They will have Power, Finesse and Resistance. Size = 2, Corpus = Resistance + size, Speed is Power + Finesse + 10 ( species factor), Initiative = Finesse + Resistance. Their max essence will be the sum of their three attributes, just as in the DA game.

Sprites will have a number of numina depending pon their rating:
* 2
** 4
*** 6
**** 8
***** 10

All Sprites are in Twilight as a natural state (they don't have to spend essence to maintain this state like spirits do), but they can manifest if their masters permit them. They manifest automatically within Fae realms and holdings, and are not considered to be in Twilight in these places.



Dominions

* When a cantrip calls for an obsolete attribute to be rolled, exchange as follows: Appearance or Charisma becomes Presence. Perception becomes Composure.

* Instead of reducing the difficulty on magic dice pools, the dominion modifiers of "Time of Day", "Favoured Dominion" and "Solstice/Equinox" will each add an additional dice to the dice pool.

Example: A spring fae casting a dawn cantrip at dawn of the spring equinox would receive a +3 dice modifier to the roll.

* Willpower is no longer rolled. If an effect calls for a willpower roll, roll Resolve + Composure instead. If a cantrip or dominion has a difficulty decided by the target's willpower, the Cantrip becomes a Reflexive Contested roll. The target rolls Resolve + composure against the dominion dice pool.

* Cantrip Dice Pools will be Attribute + Ability + Bonus from High Morality

* Unleashing Pools will be Dominion + Mists + Bonus from High Morality

* Control Pools are 5 for firstborn, 7 for changelings and Inanimae. In the control pool 1's subtract successes and 10-again is not rolled. The effects of success, failiure and critical failiure are the same as for DA:F

* Supernatural resistance. Where the other supernatural templates of the NWod allow the target of a magical attack add their Supernatural Power stat, Fae use their Mists rating as a bonus to the dice pool.


Morality

Seeing as how the Fae game doesn't have morality at all, this will probably be the most heavily revised issue. So far a few ideas have presented themselves, but they're all pretty scetchy.

Morality will be court-based, so what a summer-fae thinks of as abhorrent behaviour won't match the opinions of a spring-fae. this seemed the only way to put fairies into a moral system without seriously butchering the entire system. This also has the added bonus of players making/playing characters that actually follow the tenets and beliefs of their chosen court! The problem arises when one ponders what the benefits and drawbacks of high/low morality will be. Social standing in court will fluctuate, naturally. So some sort of social modifier seems reasonable, yet it isn't enough. A whle I toyed with the idea of saying mists = morality, or possibly weaving. Or merely that loss of morality meant loss of either, and they had to be bought back separately. But that seemed too clumsy.

So I went back to my favourite method of solving my issues: Let two of your problems solve each other. I knew that since difficulties would now be 8, all magic rolls would yield fewer successes, which meant that their magic would drastically loose power. They needed to bumb their dice-pools, and that's where morality enters. High morality = casting bonus. Low morality = casting penalty. Suddenly everyone's interested in keeping up with courtly ethics, and magic becomes more potent for those who are a bit diligent.

Next comes the question of what happens at morality 0. Becoming a monstrous NPC doesn't really fit the bill (winter fae who become unplayable because they do too many nice things? Didn't think so.) So the most logical approach would be to have such characters branded solstice and evicted from their own court sue to their abhorrent personal standards. Which brings us to the next point, which is the Solstice fae themselves. Hatching out a morality system wide enough for such a bunch of disparate outcasts would be very difficult. So we need some sort of fix here, but I can't really think of anything.

So far what I've got for concrete rules look like this (bear in mind that this is just rough scetches at best):


Summer

10 -
9 -Challenging tradition
8 -
7 -Treating an inferior as your equal
6 -Breaking your word
5 -Showing weakness in front of inferiors
4 -Neglecting to punish or reward those deserving it
3 -Treating a superior with disrespect
2 -Breaking your word to your superior
1 -Breaking the Law


Spring

10 -
9 -
8 -
7 -Harming Life needlessly
6 -
5 -Wanton destruction
4 -
3 -
2 -Inflicting pain needlessly
1 -Hindering a change for the better


Winter

10 -Being nice
9 -Respecting irrelevant things like honour and tradition
8 -Avoiding injury to others at cost of own pleasure
7 -Refusing to kill when it's important to your survival
6 -Making a sacrifice for someone unrelated to you
5 -Showing mercy to an enemy
4 -
3 -Failing to defend your territory
2 -Failing to aquire enough sustenance for yourself
1 -


Universal

3 - Carrying cold iron weapons
2 - Using cold iron weapons
1 - Breaking an Oath


Morality, Casting Modifier and Social Penalties

10 +6 +5
9 +4 +3
8 +3 +1
7 +2 0
6 +1 0
5 0 0
4 -2 -1
3 -3 -2
2 -4 -4
1 -6 -6



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