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FEY is not about the Mythos. But, it can be. If you’re an avid
fan of H. P. Lovecraft, you know he developed a full
mythology of dark, alien gods, and there’s a lot of material
out there. Do a quick search on Google, typing in “lovecraft
mythos,” and you’ll get around 198,000 hits as of this
writing. Lovecraft never referred to his creation as the
Cthulhu Mythos. That came later from August Derleth, who
used the term to describe the shared universe stories
Lovecraft created that their common circle of friends then
began exploring. Their stories detailed weird and fantastic
things, dealing with indifferent alien gods (and lots of
tentacles and madness) and exploring the hopelessness of the
human condition. Many of the protagonists simply go
insane… and those are the lucky ones.
FEY is an RPG focused around cosmic/Lovecraftian horror where
you take on the role of a person who has been destined to live an
interesting life, one touched by blood and bile, dark revelations and
horrible sacrifice. The weight of the world is upon your shoulders as
you strive to drive back the darkness threatening to drown it out.
Although there are many different answers to this question, for our
purposes, a roleplaying game, or RPG, is a shared storytelling
experience in which a group of players build a narrative by taking on
the roles of characters in the story and making decisions as them,
much like playing make-believe when you were young, but only
you’re adults, and there’s a lot less dress up involved (unless you
want to, of course.) A set of rules helps the players to determine the
success of their various actions and decisions (and hopefully helps to
avoid the arguments you got into while playing make-believe as a
kid). In addition to rules and a setting, an RPG has three key
elements: some players, a Game Master, and a scenario.
+As a player, you control the actions of your character. You listen to
the narrative presented by the Game Master and indicate how you
react to the events as they unfold, what you say and do, rolling dice
to determine how well you perform at the various challenges you
face. In the end, shaping the story in FEY is a collaborative process,
in which you and the other players work with the GM to create your
adventure.
(roll + reason)
When to use: When you hurriedly flee, are doing something quickly
and precisely, or are trying to resist something frightening.
(roll + charisma)
When to use: Whenever the character is in non-violent situation and
wants to bring an individual around to her way of thinking, avoid a
fight. When you have something someone wants, you can use your
charm, wit, or wiles to get them to do something for you first.
(roll + trust)
When to use: whenever the character wants to help out another
character or prevent them from doing something.
(roll + luck)
When to use: whenever the character wants to explore a new area,
check for danger, or look for clues or items that are not obviously
evident.
(roll + reason)
When to use: whenever the character wants to piece together
disparate pieces of information, draw conclusions from a clue, read an
enemy, or figure out a group dynamic. Roll 15+, ask 3 questions OR
gain 1 Lore.
(roll + passion)
When to use: whenever the character is engaged in conversation
with someone and wants to figure out what’s really going on in their
head or if they’re lying.
(roll + might)
When to use: whenever the character needs to fire a gun, throw a
punch, seize something by force, such as wrestling a book from
someone’s hands, keep people from getting hysterical, or to get a
mob to back down.
(roll + might)
When to use: whenever the character needs to use violence or the
threat of violence to get his way.
Characters may expend a point of Lore to use their Lore Move. Each
class has a unique Lore Move the character begins with. The Lore
Move allows you to push yourself farther and perform tasks
normally beyond your abilities. Using your Lore may come with a
secret cost that unfolds in play.
Consideration should be given when you place your trust in
someone. What Trust means:
-3 Wouldn’t sleep in the same house as them.
-2 Wouldn’t turn your back on them.
-1 Find them shifty.
0 Casual acquaintance. No real opinion positive or negative.
+1 A good friend, trustworthy.
+2 Close friend, trust with important personal matters.
+3 Inner circle, trust with your life.
At the end of each session, you may choose a character you’ve grown
closer with. Increase your Trust with them by 1. If you do, however,
you must choose another character that you’ve drifted away from a
bit. Reduce your Trust with them by 1.
When your Trust in someone will exceed +3/-3, the player must tell
you a secret truth about their character. Reset Trust to +1, 0, or -1
based upon what you learn. You’re under no obligation to keep their
secret. If you ever reveal it, and the confider finds out, they reduce
their Trust in you by one.
Remember: every time you attempt some action, it’s like trying to
skip a stone across the water. You may get three or four skips. It
might skip only once. It might slip out of your hand and hit your
friend in the face. Or it might even bounce off a tree branch and hit
the windshield of a passing police car. Or you might slip and fall into
the water. Who knows? And the stone might sink to the bottom,
causing some eldritch horror to stir in its slumber. Keep this in mind
as you decide what you’ll do next.
Odds are you are going to get hurt sometime. These things happen,
usually to people like you doing the things you do. You might even get
squirrely and inflict some pain of your own to a creature, cultist, or other
obstinate obstacle in your path. You might even cause a little pain
yourself, along the way.
The two basic moves allowing you to deal damage are Take Control
and Threaten. Both are resolved by a roll+might, but operate a little
bit differently from one another. When you opt to Take Control, you
will bring the pain (if you so choose), even on a partial success.
However, expect to take some in return. Things tend to get a bit
messy.
Harm inflicted is based on the weapon. Unless you have a special
move, your character’s fists do 0 harm. To inflict damage with your
bare hands, you’ll need to Take Control and choose to inflict terrible
harm. This increases the damage to 1 harm.
When you Threaten someone, they can back down, run away, or take
the harm, depending on whether you get a success or partial success.
They get the option.
Each character begins with gear she has accumulated over her life up
to the point where the story begins. Getting more stuff is not the
focus of this game, but certainly some of your players may feel the
need to get a weapon or some such to give them the illusion of
safety. Depending upon the era and location you have chosen to play
in, weapons could be as common as raindrops in a thunderstorm or
as rare as hen’s teeth—the GM decides.
ALIENIST You are well educated and study to treat the mind.
ANTIQUARIAN You study history through the objects and relics from
past days.
AUTHOR You dream and write and explore the corners of your mind.
DETECTIVE You are a private eye, a mind for hire, well versed in the
fine art of unravelling mysteries.
DEVOUT You are committed to spreading hope and restoring people’s
faith in humanity.
DILETTANTE You are rich, usually idle, and often indulge in pastimes
the poor only dream of.
DOCTOR You are a trained, rationally minded physician, capable of
treating the illnesses and injuries of the human body.
HEIR You are an everyman who has recently come into a windfall.
JOURNALIST You are an investigative reporter with a keen eye and nose
out for the next big story.
PROFESSOR You are a teacher, a speaker, a walking body of knowledge.
SALESMAN You are a peddler, huckster, a smooth-talking trader.
Your Role is your life before joining FEY. Some may continue your
role literally, as a side-job or a hobby, or you may have chosen to
leave that life behind you, dedicating your existence to FEY. How
you left your previous life to join FEY, and how much you retain, is
up to you, but no matter what, you’ve retained the skills you learnt
during your old profession.
Your Class in FEY is your job within the FEY department. It grants
you an extra skill to add to your skillset. There are 3 core classes,
with sub-classes in each.