House Rules/Fae Mounts

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Fae Mounts

The Fae Mount merit represents a single supernatural mount able to be called at any time IN THE HEDGE. The mount WILL NOT come to you unless you are there.

This page is a clarification; please look at RoS p.89 for full details. This page gives summary mechanics and house rules. It does not duplicate the book write-up.


Mount Appearance

Mounts are things you mount, or sit inside of like a submarine, or use like a hang glider/hot air balloon.

Mounts are not clothing.

Mounts may be animals or mechanical devices, or houses with chicken feet, but they are all large enough to feasibly carry you (and possibly others, depending upon which dot level you have) around the Hedge.

RE: animals, staff only asks that you avoid hackneyed themes like shining unicorns and dragons. While they are certainly in fairy tales, staff here prefers more unusual/unique ideas which haven't been beaten into the dirt 30,000 times.

You are, of course, 100% welcome to "craft" a mechanical mount which looks like a shining unicorn or dragon.


Mount Stats

Fae Mounts use Horse stats as their base, per WoD p.203.

For simplicity's sake, those stats are duplicated below:

Attributes:

Intelligence 1 Strength 4 Presence 3
Wits 3 Dexterity 3 Manipulation 1
Resolve 3 Stamina 5 Composure 2

Skills:

Athletics 4 Brawl 1 Survival 2

Willpower: 5
Initiative: 5
Defense: 7
Speed: 19 (species factor 12)
Size: 7

Weapons/Attacks:

Type Damage Dice Pool
Bite 1 (L) 6
Hoof 2 (L)* 8

* Special: Knocked Down tilt (see GMC p.211) is applied to target upon any successful hit.

Health: 12


1-dot Fae Mount

This is a mount with no special mechanics beyond the ability to manifest when summoned if its owner is in the Hedge.

2-dot Fae Mount

As above. It also now has one minor supernatural ability.

Choose from the following:

  • The ability to run across water as if it were solid land
  • The ability to fly (Speed 12 and can bear a single rider or a burden of up to 300 pounds)
  • The ability to carry up to 3 additional passengers of Size 6 or smaller
  • Firebreathing (2L per turn of exposure)
  • A poisonous bite (Toxicity 4 outside of combat, target rolls Stamina + Resolve - 4 once an hour to fight off effects/lessen total damage per GMC Poison p.214; "Moderate" Poisoned tilt in combat, 1B per round if target fails Stamina + Resolve, and target is at -3 penalty to all actions)

Or, submit a proposal for a unique ability. It can do no more damage than the above. The above abilities may not be duplicated/strengthened (except for passengers).

3-dot Fae Mount

As above, but choose 2 abilities instead of 1.

House Rule: Per the book, if you don't choose one of the abilities above, you can mysteriously take 4 abilities instead of 2. Staff is redacting that. A 3-dot Fae Mount gets 2 abilities, period, no matter what they are.

4-dot Fae Mount

This is House Ruled. By the book, there is no 4-dot mount.

As above, but choose 3 abilities instead of 2.

5-dot Fae Mount

As above, but in addition to 3 special abilities, the steed gains the ability to leave the Hedge and travel in the mortal world.

When in the mortal world, it IS visible to mundane eyes. It looks like a mundane mount closest to its own nature.

At the end of the scene, the mount goes back to the Hedge and can't come back out again for a day and a night (it needs to rest). See the book for details.

When setting a +note on yourself...

...please format your +note per the example below. This makes it easy for your ST to see exactly what your mount can do if you ever need to +note/prove that the mount actually exists.

+note me/3-dot Fae Mount=
3-dot Fae Mount
Name: <mount name>
Summoning Method: <how do you call it to you? whistle? recite a snippet of poetry?>
Mask: <mount mask>
Mien: <mount mien>
Special Abilities:
  • Ability #1
  • Ability #2