Fable : The Innocent
Oct 30, 2018 23:47:06 GMT -6
Post by Xornik on Oct 30, 2018 23:47:06 GMT -6
Fable - The Innocent
A child's innocence brings with it a sense of imagination and wonder, and for children growing up around the great wheel this is no different. Unfortunately, the grim darkness that lurks within each crystal sphere is far more likely to taint a child's mind than in our realm. However, there are some strange cases of individuals who appear to be 'special', and are able to retain their sense of childlike wonder regardless of whatever travesties they encounter. Nobody really knows how or why these children gain their abilities, with academic speculation pointing to contradictory sources on a case by case basis - fae magics leaking from the umbra, the influence of strange warp entities and even divine intervention. They only commonality that seems to link these children together other than their abilities is a strange tendency to be drawn towards fantastical adventures which almost always inspire tales and stories shared by those they encounter.
Their adventures usually take them to lands far from their home, to lands filled with mystery, amazement and of course - peril. Around the wheel, these children have been nicknamed 'Fables' for the stories that they tell of their travels and adventures would seemingly belong on a bookshelf between fairy tales and nursery rhymes.
Protected by their own innocence and with a boundless amounts of imagination and a growing sense of wonder, Fables always leave a lasting impression upon those they meet.
Abilities
Once upon a time...
Time warps strangely around A Fable, as their very nature is tied to their innocence, imagination and age. All Fables are considered children and can't just 'grow up' in the same manner others can, a fable's magical innocence protects them from the ravages of time, leaving them stuck in their child state in a state of immortal longevity. Their age varies from culture to culture with some fables being tweens or teenagers, but they will never be considered an adult. There are many who would love to never have to grow up - but being a kid has it's drawbacks. All Fables start with the Hindrances Kid, Wimpy and Impulsive. These cannot be purchased off with XP and do not count towards the starting Hindrances limit.
In a land far, far away
Fables have the ability to find and perceive strange patches of reality where the web-way, umbra or warp overlap at points within crystal spheres. It may not be deliberate, but they can often find small entrances - portals, transporters and wormholes where others would see mirrors, wardrobes and rabbit holes. Some of these lead to other worlds, realms or spheres, or cave-like pockets to hide in. It's important to note that these aren't these points aren't always two-way, leading to many Fables tumbling down into strange places with no immediate means of return.
Once per session the Fable can spend Imagination points to discover and encounter the replicated effects of a 'teleportation' spell. The number of Imagination points spent dictate which spell occurs as follows: (1: Blink, 2: Jaunt, 3: Porte, 4: Teleport, 5: Gate). The Fable must make a Willpower + Wonder Test with a TN 10+(5*Imagination Spent), if they pass this test they can select a destination (including the creation of a second Portal for Porte/Gate), if they fail the effect still occurs but the Fable has no control over the destination - which is instead determined by the SM. However the end destination can not place the Fable in imminent danger, but Porte or Gate may lead to portals in strange places or worlds unseen.
Filled with magical characters
Realistically, the Wheel is no place for a child to adventure alone, thankfully you're not. Powerful fairy godparents, royal relatives, daring tin-men woodcutters, mad hatters, talking lions and even that friendly baker from down the road... You've got people out there keeping an eye out for you. Some are able to lend a hand when you see them, others might lend you that pair of Orichalcum slippers and pumpkin Spelljammer you need to get to Sigil, while others may even be the one to show up and save you from that big bad werewolf. Gain five additional dots of Backgrounds able to be spent only between Mentor, Contacts and Allies.
There lived an innocent child...
A child's innocence is a precious commodity which is easily lost or whittled away, a Fable's innocence however is even more precious as it shields them from the harsh reality of the world around them.
At the start of each session, you have one point of Innocence. As long as you have an innocence point remaining, you may add 1/2*Wonder rounded up as a bonus to your Resilience and Maximum Resolve, and 3*Wonder to your Static Defense and Mental Defense.
Many things can cause a fable to lose this point of innocence: People being unusually cruel, excessive violence, fearful sights, exposure to drugs, alcohol or narcotics, witnessing Perils of the Warp, alignment checks or watching others severely break the Fable's alignment tenets. The Fable can choose to maintain their naivety and pretend nothing happened by spending a point of Imagination to counteract this and not lose the Innocence. However, the cost increases linearly and each subsequent spend will require an additional Imagination point each time. This cost resets back to 1 at the start of each session.
Power Stat: Wonder
Living the life of a Fable is a wondrous experience, and as their journey continues across the Great wheel, their sense of wonder and amazement can only grow at all of the strange, majestic and interesting sights that they behold. As the child's experiences grant them more and more wonder, they discover more tricks and and traits at their disposal.
Resource Stat: Imagination
To a child with a good imagination, anything and everything is possible! A Fable has a maximum number of Imagination points equal to Charisma + Fellowship + Wonder.
Imagination can be recovered by spending time actively playing childish games or having good innocent fun! For each hour the Fable spends playing, they regain Imagination equal to twice their wonder.
Power Stat: Wonder | |||||||||||||||||||||||||||||||||
Dots | Ability | Description | |||||||||||||||||||||||||||||||
●◌◌◌◌ | Pretend Play | Fables love playing games and tend to do so even at the most inopportune times. At the start of each session, you roll on the Pretend Play table to select a game the Fable will be playing and declare it. For the duration of the session, they gain their Wonder as rolled dice to all Skill checks involving the associated skill. If the Fable would pass a skill check of their current game they regenerate (Wonder) points of Imagination.
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●●◌◌◌ | Talking to Strangers | Unlike most children, Fable's don't know better than to talk to Strangers, or Animals for that matter. A Fable can spend Imagination points to gain the ability to communicate with someone or something for a scene. The amount of points required depends on the target, as outlined in the Talking to Strangers table. This grants the the Fable Speak(Applicable Language) and the ability to use social skills on the target. To observers other than the target, it appears the Fable is speaking a poor attempt at mimicking the language, or in the case of inanimate objects and animals - saying the name of the object or sounds it makes over and over. The target can respond to the Fable even if it normally couldn't.
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●●●◌◌ | Moral of the Story | A Fable and their friends take a lesson away from each of their adventures. At the end of each session, a Fable can choose a skill that any party member succeeded with that session and gain Wonder+Level as a flat bonus to all rolls with that skill for the next session. All present party members will also gain a flat bonus equal Fable's Wonder to that skill for the next session. You may not choose the same skill you have chosen within he last three sessions. | |||||||||||||||||||||||||||||||
●●●●◌ | I Think I Can | To a Fable, a stick is a sword, and a bag of dust can make you fly as high as a jump-pack. By spending a number Imagination Points and a Hero Point, the Fable can warp reality and manifest their imagination. They can replicate the effect of any Artifact with a level equal to the number of Imagination Points spend on the roll. This lasts for a Scene. | |||||||||||||||||||||||||||||||
●●●●● | Happily Ever After | Everything somehow works out for a Fable in the end. If they're in danger - a nearby lumberjack will feel compelled to jump in and help, or maybe their attacker will have a sudden change of heart allowing everyone to talk things out. Once per session a Fable can raise the disposition of any thing nearby that they specify by three steps. This can affect all sentient lifeforms, and additionally all target types listed on the Talking to Strangers Chart. The number of beings affected by this is equal to the amount of imagination points spent. The effects of this last until the end of the scene. |
Fable Tale Assets | |||||||||
Dots | Ability | ||||||||
Tale of the Bully | Not every Fable has a nice ending, but some aren't nice to begin with! | ||||||||
Tale of the Daydreamer | Fables with their heads in the clouds, giving them visions of things here, then, now and when? | ||||||||
Tale of the Defiant | Bossy-boot fables who don't like being told what to do. | ||||||||
Tale of the Ordinary | Sometimes, those who seem plain are the most special of all. | ||||||||
Tale of the Outcast | Quiet, reserved children who are masters of fabricating falsehoods. | ||||||||
Tale of the Popular | One of the 'cool kids'. You wish you could be like them. | ||||||||
Tale of the Wimp | Scaredy-cats who are so afraid of everything that they aren't as frightened by actually scary things. |
Bully
Bullies are mean, nasty and often bigger than the other Fables, Bullies do not lose innocence from witnessing or partaking in excessive violence and gain a free raise to Intimidate rolls against all those with a lower strength characteristic then them. Bully Fables add "Don't Flinch (Intimidate)" to their Pretend Play table.
Daydreamer
Daydreamers days and nights are filled with dreams of wondrous places and amazing things, with some of them being prophetic. At the start of each session, A daydreamer fable can spend a point of imagination to have a semi-prophetic dream about what may occur during the session. What the dream reveals is up to the SM. Dreamers often have had encounters with all kinds of substances and do not suffer Innocence loss from exposure to drugs, alcohol or narcotics. Daydreamer Fables add "Staring Contest (Scrutiny)" to their Pretend Play table.
Defiant
Defiant Fables are stubborn children, who think they know everything and don't like being told what to do. They refuse to do as their told and instead prefer to be the ones in charge, often ending up with them being labeled as a 'Bossy-boots'. Defiant's gain one extra reaction action per turn that can only be used to refute and they do not lose innocence from alignment checks or witnessing excessive breakages of their alignment tenets. Defiant Fables add "Red-light, Green-light (Command)" to their Pretend Play table.
Ordinary
Ordinary's are often "Middle children" and are overlooked as a boring normal kid. However unbeknownst to them they are the most special of all. This asset can only be purchased at character creation and grants little initial benefit. At some point after reaching Wonder 3, the SM will give your character a special plot-relevant reveal with powerful benefits. You might be the long lost heir of a fantasy kingdom, perhaps you have mixed-heritage with a dragonborn and gain the ability to breath fire, or maybe those old beans you've been carried around are magical! Ordinary's have their Max Innocence points increase by 1 at Wonder 1, 3 and 5.
Outcast
Outcasts could never really fit in anywhere and are typically regarded as the 'weird kid'. Which to be fair, isn't too far from the truth as they are often twisted in one way or another but can hide it well behind a series of clever little lies. Outcasts can spend a point of imagination to re-roll a failed Deceive test, each subsequent use per session of this ability comes with an additional check on the roll. They do not lose innocence from witnessing Perils of the Warp. Outcast Fables add "Two Truths and a Lie (Deceive)" to their Pretend Play table.
Popular
Beloved by as many as they are despised, the popular fable is a charismatic and social individual able to influence and dictate what's hot and what's not. They are the center of their own world, and believe they should be at the center of everyone's. They can spend imagination points to gain temporary points of fame or status for the duration of a scene, they does not lose innocence from witnessing excessive harshness and cruelty. Popular Fables add "Mother May I (Charm)" to their Pretend Play table.
Wimp
The great wheel is a scary place, but to a wimp, it's absolutely terrifying. With Dangers lurking around every corner, it makes sense to be afraid. But when you're not only afraid of the danger, but also the corner itself, the path leading to the corner and the cracks in between the path - the danger becomes just another fear. Wimps do not suffer innocence loss from Fear rolls and gain +2k0 on any fear roll they make. Wimp Fables add "The Floor is Lava (Acrobatics)" to their Pretend Play table.
Fig. 10 - A Dryad Fable and a Viashino Fable, aboard a spelljammer.
Taking Inspiration from:
- Fairy Tales, Fables, Bedtime Stories and Nursery Rhymes
- Children's Literature Fantasy worlds -( Narnia, Wonderland, Oz, Neverland, Giant's Kingdom) etc
- Parts of Changeling
- New World of Darkness: "Innocents"
- Grimm (2003) RPG
- Little Fears RPG
- Monsters and Other Childish Things RPG
- Fables (comic).
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