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A Requiem for Faerie
A Game Chef 2015 Game
By Willow Palecek
A Requiem for Faerie is a game about magic leaving the world, to be played over three sessions.
The story will involve the mortals and faeries involved in a single location. Over the course of the
game, the mortals will attempt to achieve their hopes and dreams, and the faeries will help them, in
their own special way.
Game Setup
Collectively, determine a single location where the game will take place. It should be a location that
will support a tightly night group- perhaps a home or a small business.
Each player will create a Mortal character connected to this place, someone who is regularly present
there.
Each player will also create a Faerie character invested in the fortunes of this place and the Mortals
who reside there.
Example: The players decide to create a story around the characters involved with a Bakery.
Creating a Mortal
To create a Mortal, assign the following: Name, Profession, two Skills, and three Goals.
The Mortal's Profession is what they do with most of their time. It's not necessarily their job. They
might be an Unemployed Slacker, a Child, or a Dog.
The Mortal's Skills are something that they are particularly good at. One skill should be something
related to their profession, and one skill should be something completely unrelated.
A Goal is some major achievement that the character wants to accomplish. It is something that will be
challenging for the character. You might choose to come up with one related to each skill, and one
that's unrelated.
Example: Abby creates the character of Alphonse, the Baker. His skills are Baking and Fishing. His
goals are to Expand the Bakery, Catch the Biggest Fish, and to Overcome His Fear of Heights.
Brandon creates the character of Buddy, the Bakery Cat. His skills are Hunting, which is a pretty good
skill for a cat to have, and Singing, which is generally less so. Buddy's Goals are to make the Bakery
Rat-Free, to have Alphonse like one of his songs, and to Catch the Red Dot.
Chris creates the character of Carrie, the Delivery Girl. Her skills are Biking and Video Games. Her
goals are to Save Enough Money to Buy a New Bike, To Win The Super Duper Battle Brothers
Tournament, and to Get Her First Kiss.
Creating a Faerie
To create a Faerie, assign the following: Name, Form, and two Powers.
The Faerie's Form is what they look like. Are they a small person with butterfly wings? Are they a
grumpy looking gnome with a funny hat? Are they some sort of human/animal hybrid? Are they tiny,
or are they human sized?
Pick two Powers from the following list:
*Animal Form: The Faerie can take an animal form that can interact with the mortal world.
*Dreaming: The Faerie can enter the dream of a sleeping mortal, and shape it at its whim.
*Enchantment: The Faerie can enchant or curse physical items.
*Glamour: The Faerie can make an object from nothing, or make one object appear to be a different
object.
*Inspiration: The Faerie can cause mortals to have a certain idea or emotional state.
*Prestidigitation: The Faerie can pick up and remotely move physical objects in the Mortal plane.
*Weather Control: The Faerie can make the weather nice and sunny... or conjure up an unseasonal
blizzard.
Example: Abby's Faerie is a talking magic cat named Abracatabra. It has the powers of Animal Form
and Glamour.
Brandon's Faerie is a tiny winged warrior sprite named Bumblebrax. He has the powers of
Enchantment and Inspiration.
Chris's Faeire is a ghostly spirit named Cacophony. It has the powers of Dreaming and Prestidigitation.
Order of Play
Take turns framing scenes. When it's your turn, pick a location, one or more Mortal characters who are
involved. Other players can ask to have their Mortal included, but you have the final say over which
Mortals are in the scene. You can frame a scene for your Mortal, or choose to have a scene in which
your Mortal is not present.
At least one Mortal character must be excluded from each scene.
After you determine which Mortals are in the scene, any player without a Mortal in the scene may
choose to have their Faerie in the scene. Faeries may come and go freely, but a given player may never
have both their Mortal and their Faerie in the same scene.
Play out the scene until it seems resolved, and then wrap it up, and the next player gets to frame a
scene. You don't have to go in clockwise turn order, but everyone should get the same number of turns.
Interactions Between Faeries and Mortals
Mortals can naturally interact with other Mortals. Likewise, Faeries can naturally interact with other
Faeries. Faeries can sense everything that goes on in the Mortal World, but will need to use their
Powers to interact with anything. Faeries can speak the languages of animals.
In the First Session, Mortals can see and hear Faeries, talk to, and interact with them.
In the Second Session, only children and animals can see or hear Faeries. Adults have forgotten that
they ever existed.
In the Third Session, no Mortals can see or hear the Faeries. Everyone has forgotten that they ever
existed.
I Want To Do a Thing...
In the First Session, when a Mortal Character wants to do a thing that might be risky, the group as a
whole decides what happens, taking into account the character's skills, the context of the action, and
any help or hindrance from Faerie powers.
If a Faerie helps a Mortal, they will succeed. If a Faerie hinders a mortal in some way, they will fail. If
neither (or both) of these things are true, decide as a group what seems like the most interesting
outcome.
Achieving a Goal
An attempt to Achieve a Goal should be the most important scene for a character in the session. Each
Mortal can only attempt to Achieve a Goal once per session. You should spend the session leading up
to this, so other players can decide if they want to help or hinder you.
The Second Session
In the Second Session, each time a Faerie wants to use a Faerie Power, they must spend one or more
Power Points. Each Faerie starts the session with 7 power points. See the Power Sheets for each
power for power costs.
Whenever a Mortal attempts to do a thing and it's important to determine if they succeed or fail, roll
two dice. Add a die if they have a relevant Skill. Add a die for each helpful Faerie Power, and subtract
a die for each hindering Faerie Power. If any of the dice show a 5 or a 6, the character is successful.
Remember that in the Second Session Mortal adults cannot see or hear Faeries, and will have forgotten
that they ever existed.
The Third Session
In the Third Session, each Faerie starts the session with 4 power points.
For your Mortal characters, give one of your skills a rating of 3 dice, and the other one a rating of 2
dice.
When a Mortal attempts to do a thing and it's important to see if they succeed or fail, roll: Use the skill
rating, or just one die if the Mortal is unskilled. Add a die if there are favorable circumstances, add a
die for each helpful Faerie Power, and subtract a die for each hindering Faerie Power. If the sum of the
dice is 6 or higher, the character succeeds. If the sum of the dice is 12 or higher, the character succeeds
in a really big way.
Remember that in the Third Session, no Mortal can see or hear Faeries, or remember their existence.
Epilogues
At the end of the Third Session, Faeries and magic are gone from the world. Each player should
deliver a short monologue for their Mortal about what happens next in their life.
Narration and Tone
Everyone should work together to describe what happens.
The Tone of the game is one of wonderment turning to loss. The first session is designed to be
freewheeling and dreamlike, with the rules getting crunchier as you go along, and the setting getting
more grounded. Faeries have less and less agency as the game goes on, and Mortals will depend more
on their own devices.
Playing a Mortal
When you are playing a Mortal, your goal is to have your Mortal react to what is going on. Mortals
that can see Faeries will accept their existence as natural and normal. Mortals that cannot see Faeries
will attempt to justify and ignore obvious magical phenomenon, forgetting it if necessary.
When playing your Mortal, portray them accurately, have them interact with other characters, and work
towards your goals. Near the end of the session, try to achieve one of your goals.
To get help from Faeries, you will need to portray your Mortal as an interesting and sympathetic
character that the other players want to help.
Playing a Faerie
When you are playing a Faerie, your job is to make the lives of the Mortals interesting. Sometimes this
means hindering them, sometimes this means helping them. Faeries like Mortals, and want to interact
with their lives, but don't really understand what Mortals want or value.
Look for ways to give Mortals what they say they want, without giving them what they really want, to
create misunderstandings and drama between Mortal characters (especially if you help one at the
expense of another), and add magic and wonder to the world.
FAERIE POWERS
All powers cost no Power Points (PP) during the first session.
Unless otherwise specified, the presence of Faerie Powers during a roll may count as Help or
Hindrance, and it is up to the group to determine which on an individual basis.
Animal Form
Spend 1 PP to take the form of an animal dog-sized or smaller for the duration of a scene.
While in an animal form, you can do anything that animal could normally do. You can interact with the
Mortal World. You can communicate with characters that can communicate with Faeries, and you can
also communicate with animals of the same type.
Dreaming
Spend 1 PP to enter a Mortal's dream as a visitor. You can interact with the Mortal in the dream, even if
that Mortal cannot normally see Faeries. The Mortal will remember their dream clearly. What they do
with that is up to them. If there's a question of whether or not something can happen in a dream, the
person who's dream it is decides. (Do not use the normal resolution rules.)
Spend 2 PP to instead create a Mortal's dream. You control all qualities of the dream. You control what
happens in the dream.
As always, if there are other characters in the dream, treat them as NPCs and deputize players to play
them. There are never dream versions of Faeries- the Faeries encountered in Dreams are real. Any
Faerie with Dreaming can use the 1 PP ability to enter a Dream that's been created by another Faerie.
Enchantment
Spend 1 PP to Enchant or Curse a physical item for a specific task, or spend 2 PP to Enchant or Curse a
physical item for all tasks.
When an Enchanted item is used by a Mortal, the Mortal rolls an additional die.
When a Cursed item is used by a Mortal, the Mortal rolls one fewer die.
Glamour
Spend 1 PP to create a mundane item from nothing, or turn one item into another item. The Glamoured
item lasts until the end of the scene. Pay 1 more PP to have it last for the rest of the session.
Inspiration
Spend 1 PP to put an idea into a Mortal's head, or 2 PP to force them into a certain emotional state.
What they do with this idea or their emotions is up to them.
Prestidigitation
Spend 2 PP to move any physical object. You can manipulate and move the object for the rest of the
scene, picking it up, flying it about, doing whatever.
If no Mortals who are unable to see Faerie are looking at the object, you need to only spend 1 PP,
however you can't move it when such a character is looking at it.
Weather Control
Spend 1 PP to change the weather to seasonally appropriate weather: rain in spring, heat in summer,
chill winds in autumn, snow in winter.
Spend 2 PP to change the weather to extreme weather appropriate for the season.
Spend 3 PP to change the weather to extreme weather, no matter how unseasonably appropriate.
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