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How to Play

Dice, Stats and Rolling

 During play, players do most trivial actions without rolling dice. The only time dice are involved are when one of the following elements are present: energy, excess or enemies.

 Eating is typically a trivial action requiring no effort! But eating in excess results in the possibility of a full stomach with nowhere to put food-- a good roll for this scenario would be Gluttony(GUT). Likewise, lifting a pencil is an act that is trivial... assuming you're not a mouse. Lifting a heavy object, however, creates the possibility of tiring the player out-- energy can be lost. In this case, we'd require a Diligence(DIL) roll to make sure that the hard work didn't stress the character out. Lastly, possible encounters with enemies and strangers are always nontrivial. If a player stands to gain at a target's expense, there should be a roll involved.

Stats And Dice

Reading Stats

 Every character has 14 basic stats, 2 special stats and any number of extra stats. Most stats have a base value which defaults to 1, a bonus and penalty modifier, and a dice they roll; however, some stats may have other properties. For example, the special stats Corruptibility and Corruption only have a LVL and MAX. When the MAX is exceeded, a special event occurs -- see each stat in the Virtues, Sins and Corruption section for more details.

Negative and Decimal Statistics

 A stat cannot fall below 0, for reasons clearly outlined in the next section. If a stat could fall below 0, that would make it possible to roll 0 sided dice or dice with negative sides. Since this is currently impossible in mathematics, it is impossible in life. Additionally, whenever you are faced with a statistic that would be a decimal (for example, [WRA 1.1]), round the value upwards.

Rolling Dice

 Rolling dice is fairly easy and becomes intuitive, but it requires a formula to determine the number of sides rolled. This formula is 1d(2+([Stat]*2)). Because that might be a little confusing to read, let's break it down. If you have a stat value of 0, then you are rolling 1 dice with 2 sides plus an additional 2 * 0 sides-- since 2 * 0 = 0, then you have a 2 sided dice, or a coin. If you have a stat value of 1, the formula doesn't change. You roll 1 dice with 2 sides plus an additional 2 * 1 sides, or 2 sides. This is a 1d4. If you have a stat value of 3, you roll a 1d6, and so on.

Dice Caps and Floors

 I personally recommend capping dice at 1d20 and considering using 'dice floors'-- rounding down to the nearest availiable dice. If you have a 1d12 but you do not own a 1d14, roll the 1d12 instead. We are currently looking for a dice partner to sell physical dice with faces from 1d2 to 1d20 in our store, but until then I also recommend you use a virtual dice roller from somewhere on Google.

Looking for Trouble

Search Rolls

 When players are searching for tools, materials and locations, they need to roll Avarice(AVA) first. Rolling a 1 requires them to roll for trouble; see Trouble Rolls for more information. Any other number gives the player a number of Traits equal to their roll divided by two-- rounded down. For a premade list of Traits the player can search for, see the Fae Traits book.
 If the player seeks tools or treasure, have them use traits which request a store or dungeon in the area. If the tool is commonly bought in the area, bring them to a relevant store-- but if the item in question is rare or illegal, don't be afraid to bring them to an NPC who owns the object or fences the equipment and make a Trouble Roll. You should base the Quality (QUA) of the store or dungeon in question on the level of the character and the properties they sought out-- low level characters can only afford low quality stores.
 When players seek locations, try to offer them a location of equivalent QUA to their roll divided by two. A roll below 4 should regularly find dingy caves and lemonade stalls with no effort. A QUA of 3-5 will help the player locate large businesses and dungeons with ease. A QUA of 6-9 should regularly find a specialty store which sells an entire category of items at rock-bottom prices or a rare black market with cursed artifacts. A QUA of 10 should bring the player to a great opportunity; this sort of roll would lead the player to a Fae Goal, or even a Fae Entourage member. Don't be stingy!
 When players seek out materials they should get a number of materials equivalent to the AVA roll, or an amount specified in their [Harvest] technique. If they don't have the appropriate [Harvest], consider suggesting that they take a goal with the skill as a reward. For more information, see [Harvest] Techniques. From rolls of 1-9, the player gets as many materials as they rolled. For rolls 10-19, the materials gained is now multiplied by 10. For rolls of 20 and greater, multiply the amount of materials gained by 100! Just because players found a lode of materials, however, doesn't mean they can retrieve it all. Players need to either roll Diligence(DIL) to gather or command their Workforce to collect it for them; see The Entourage for more information.

Trouble Rolls

 Players might look for trouble, or they might come across it in their journey; either way, a Trouble Roll needs to be made. Trouble Rolls can allow the players to select the race, gender, size and even power levels of the trouble, effectively allowing players to seek out what things they love without excessively relying on the GM to bring it to them.
 Normal Trouble Rolls are triggered when a player seeks out anything dangerous, combat or NPCs. These rolls trigger Encounters, which are covered in detail in the next section. Before the encounter begins, the player selects some details of the encounter. A roll of 1 brings a Trial; a roll of 2 lets the player pick one Trait of the encounter's NPC. For every 2 points of value, the player also gets to pick a property of the group-- for example, [Mercenary], [Chubby], [Fae] or [Kink: BDSM] are all viable traits an encounter can hold. Based on what the players pick, the GM approximates an individual, group or swarm and begins combat as described. GMs may choose to establish which races, group sizes and properties players may pick from.
 A roll of 1, however, brings about a Trial. Trials are encounters at 'Boss' levels-- they are enemies stronger than the players, or traps that give the player relatively great danger. These encounters are scripted; the players don't get to choose a thing. Trials always reward an Artifact or Skill when beaten-- see Artifacts and Skills for more details. Because the players don't get to choose anything when a trial occurs, make sure that the kinks and rewards are suitable for them! Rare toys, young wards and hot dates aren't a bad idea...

Goals

 During your campaign, players may set Goals for themselves and the GM interprets them to have rewards, failure conditions and time limits. This is the player's primary method of growth and having goals greatly clarifies the purpose of their adventure. Goals are divided into a few categories for your convenience, and most sections of the rulebook give suggestions for goals related to that part of the game.

Types of Goals

 There are several types of goals that exist in the standard Fae rulebook: 'Life Goals', 'Long Goals', 'Dream Goals', 'Short Goals', 'Un-Goals', 'Joint Goals' and 'Fae Goals'. Each player begins with a certain number of Goal slots, typically 5, that they can then set at any given point of time. The types of goals are as follows:
Short Goals are simple goals that can be accomplished within a day or two, and even become habits. Day-to-day chores are a form of short goal that recur frequently. Getting a new item for the player's room or saying hello to someone else in their class are also examples of short goals. Short Goals tend to be difficult to fail and give small rewards, but exceptions can arise. If a short goal is failed, the consequences will be trivial-- gum stuck on the shoe or a missed bus.
Long Goals are more complex goals, sometimes broken down into two or three parts. Long Goals may take up to a month to accomplish, so tasks should be spread over several weeks. Redecorating the bedroom, going on a hot date and protecting the mayor from a rogue agent are all examples of Long Goals. Long Goals tend not to recur and give plentiful rewards, but are moderately easy to fail. The rewards are proportional to the damage done if they were to fail your goal-- sure, protecting the mayor pays well, but letting them die will get them fired. If not worse.
Life Goals are goals the player sets once in their life. They occupy a Goal Slot and habitually transform into a Long Goal which does not have a failure condition. On completion of that goal, they spawn a new Long Goal and reward the player until they have accomplished their life goal. Because there's no failure condition on any Life Goal, players can put the final goal in the failure region on their Journal. Examples of Life Goals include 'Have Harem of Underwear Models', 'Newscaster' and 'World-Class Chef'.
Dream Goals typically occupy the imaginary Dream Goal Slots. Dream Goals are the easiest kind of goal to fail, because they only exist in the player's sleep. Nightmares, Dreams and Holiday Realms all come pre-packaged with Dream Goals, but they aren't necessarily clear until the Realm has been explored properly and are initially listed as '???'. Dream Goals typically reward both Fae Soul skills and artifacts that players can use in any realm except the Mortal Realm, where the main campaign takes place.

Try, Try Again!

 Even if a Dream Goal is failed, it can be attempted once more if the conditions are met to attempt it again. For example, a Nightmare Goal would allow a second attempt if the player had another nightmare-- but Holiday Goals may only be possible once every year. Account for this when designing the rewards for the event!

Joint Goals are shared between a Party and located in the Party Record, rather than the Fae Journal. Since they are shared between the Party, any Party member can make advancement towards the goal in question. The most typical uses of these goals involves developing a communal company, headquarters or army together and establishing yourselves in the world. Since any player in the campaign can accomplish a joint goal, the rewards should be useful to all members of the Party.
Fae Goals are special goals that do not occupy a Goal Slot and are typically not listed on the player's Journal... but on the GM's Campaign Guide. Fae Goals are 'hidden' quests that, if the player should complete, provide plot-relevant information and Fae Heritage Points, which can be spent to upgrade and purchase Fae Heritages. When a player requests a goal similar to the Fae Goal, it is recommended that the Game Master list the goal on their sheet as ??? until the player knows the whole story.
Un-Goals are restrictions defined by the GM as Divine Punishment (DP) for something. They tend to be character defining restrictions or 'codes of honor'. An un-goal rewards points as long as the player sticks around long enough to make the un-goal expire, but players can also set up recurring un-goals to represent vows like 'becoming a vegetarian' and 'abstaining from violence' and get frequent stat rewards. If an un-goal is broken before it expires, the player ends up suffering from a debuff or curse. However, if they avoid the un-goal for the specified time period, they're rewarded with a stat point.

Building Goals

 When a player states that they want to set a new goal, the GM then interprets the goal and gives it a success condition, a failure condition and a reward. The reward is proportional to both the success and failure conditions. For help with visualizing that concept, look at the following chart for some sample goals, their risks associated and their rewards.
Difficulty of GoalRisk of FailureReward
ChoreEnd of DayCredits/Stat Point
Befriend TargetEnd of WeekEntourage
Explore LocationDon't DieStat Point/Artifact
Learn SkillEnd of MonthBonus Skill
Go on DateComplete the DateStat Point/Entourage
Protect SomeoneDon't Let Them DieCredits/Stat Point
Hunt MonstersEnd of WeekStat Point/Artifact
Make SomethingEnd of WeekStat Point/Bonus Skill
Research TopicDon't Abandon ResearchMemo Skill
 For ease of play, you should write new goals in the following format: [Goal Name][Goal: Condition to beat, and timeframe/failure condition.][Reward: Rewards for beating, separated by semicolons (;).][Failure: Penalty(s) for failing, separated by semicolons.] Make sure that both GM and players have a copy of the goal on their sheet. Often, either one of you will forget to write the goal down, making it a pain to remember later.

Railroading 101

 Avoid thrusting any goal onto your players. Your players almost always hate when you take their character and force it into your own story-- allow them to write their own! This also applies to letting other players pick goals for them. Players like to be independent and make their own goals. While you should pull a literal djinn now and then and give them a goal they spoke about in character but didn't explicitly request, you should never impose a goal they didn't ask for. If you absolutely must make a goal to guide the players on the right path, you should use Fae Goals to accomplish it.

Combat

 Combat is initiated when any character attacks or is attacked by another character. Combat is fast-paced, with most decisions being made quickly and without too much hesitation. Generally, Combat is divided into a few phases-- Attack, Defense/Counterattack, and Divine Punishment. Every round, players get an opportunity to attack their opponent, and any time they are attacked and it is not their turn they may defend or counterattack. If a character runs out of Plot Armor and fails one more roll, they can choose to 'submit'-- give into the opponent-- or accept Divine Punishment. Some Divine Punishments may result in that character's enslavement or death!

Initiative

 Should combat be initiated, play goes in turns decided in favor of whoever initiated the encounter. In an ambush, the ambusher attacks first. When in doubt over who moves first, compare Envy(ENV) to get initiatives. A good GM also should consider the conversation leading up to the combat portion of the encounter-- if the player taunted the enemy verbally, that should count as the first attack! From there, the enemy can defend and retaliate.

Defense Phase

 In combat, there are two phases each turn-- defense, and attack. In the Defense Phase, the target defends against the attack against them. Typically, targets roll Humility(HUM) for mental/emotional pain, Patience(PAT) for magical damage, Temperance(TEM) for physical defenses and Avarice(AVA) for awareness and luck checks. Despite this, in any given situation the target might use any given stat to defend with! If it can be justified, it can be done. Counterattacks are also performed in this phase; see Counterattacks for more. This phase is not mandatory-- if the target isn't attacked, then they don't get this phase and move straight to their Attack Phase.

Attack Phase

 During the Attack Phase, the target gets to deal some hits to their opponents. Typically, every stat has some attacking capabilities-- DIL for restraining attacks, Wrath(WRA) for striking, GUT for engulfing prey whole and so on. If it can be justified properly, GMs should allow it.

Counterattacks

 Counterattacks are attacks which take place during the Defense Phase. A counterattack is risky-- failure results in twice as much Divine Punishment, but a success deals twice as much Divine Punishment to the foe. Counterattacks can be stacked much like regular attacks, each stack in the counterattack adding an additional Divine Punishment. Very few solo enemies should have more than 2 Plot Armor, so piercing their defenses will come naturally with a powered-up Counterattack.

Combo Rolls

 In any given situation, attacks may take multiple rolls-- AVA pickpockets the opponent after NVY hides the user, for example. Attacks taking multiple rolls typically have twice the chance of failure, but typically deal twice as much Divine Punishment to foes.

Combat Outside Combat

 Not every encounter with a villain is fist-fighting and neck biting. Sometimes, combat is sexual, verbal or even reputational. There are plenty of encounters with characters who want to swindle players out of their cash, sex toys and virginity, as well as encounters where players just want to swap spit and infiltrate a compound. For these encounters, we have to consider Combat Outside Combat. Rather than using Attack Phase and Defense Phase, the characters will initiate turns when appropriate. Some parts of the encounter will purely rely on talking; no rolling involved. Other parts of the encounter might involve descriptions of foreplay, physical intimacy and aftercare-- but don't let the players drop their guard just yet. These foes and companions need more than what the player is offering, and they might challenge their target to Verbal Combat mid-sex. In order to suspend disbelief, it's best you save rolls mid-sex for the end of the encounter or roll them in secret and tell the players what happened later. After all, pregnancy comes as a surprise to many parents...
  A character asking for a raise from their boss would roll AVA against the boss's own; likewise, a player that needs a key from a lustful guard might be able to requisition it with a LUS roll against the guard's PUR and some time in the back room. These instances of combat required no fists at all, but ultimately led to the 'defeat' of the roll's target. Rolls for this purpose can be considered nontrivial.

Special Case Rolls

 Sometimes, a roll doesn't go as expected. The following are 'special case' rolls, or rolls with unusual timing/priority.

Ties

 Whenever a roll is made, either against a target or a set value, Players always win ties. In the event of a tie between two players, roll Kindness (KIN) until either wins.

Maximum Rolls

 As a GM, it is strongly encouraged you pick a die face maximum for your game. Players will have to roll their own dice, which means that many one on one tabletop sessions will be limited by your die sets. A good maximum die to pick would be the 1d20, as it has a strong history of being used in tabletop. If you're using virtual dice, you might still implement a die face cap in order to balance a campaign. The various official sourcebooks balance campaigns with [1d20] assumed as the maximum die a player or npc can roll.

Misrolls

 Players and GMs make mistakes. It's a given. Players make a misroll anytime the wrong stat is rolled. When a misroll is made by a player, they get one of two options-- KEEP or DISCARD the roll. If they KEEP the roll, they have to use it as soon as possible in an appropriate context. They may not KEEP more than one misroll at a time. If they choose to DISCARD the roll, then they have to make a COR roll as soon as possible. It is possible to lose from this roll.

Mistakes Happen

 GMs make a mistake whenever they misread a rule and the player calls them out as a result. The GM can choose either to KEEP the interpretation of the rule they began with or DISCARD the rule in favor of the book's version. If they KEEP the interpretation of the rule, all players record the new interpretation of the rule in their FAE Journals as a [Memo Skill] and play continues with that rule from that point forward. If they choose to DISCARD the rule, then all players lose [1 COR] and gain [1 PA]. If a player makes a mistake, however, they gain [1 COR].

Rerolls

 Players will, on occasion, fail an extremely crucial roll. Rather than strand them to die, players can gain 1 COR to make a reroll. On a reroll, rather than use the stat they were rolling to begin with, they'll roll KIN. Players cannot reroll a reroll. It is possible to lose from this roll. However, players will still have to run out of Plot Armor...

Plot Armor(PA)

 Plot Armor(PA) is the inherent power within all things to resist misfortune. It has gone by many names-- luck, karma, protagonist's disease. Plot Armor protects players and monsters alike from bodily harm, awkward social situations and-- most importantly-- death. All characters renew their PA every time they take a rest and roll SLO. Only Players recover plot armor when a 'Day', 'Week' or 'Month' passes. For more information about 'Days, Weeks and Months', see the section Strange Antitimes.

Divine Punishment(DP)

 Divine Punishment(DP) is applied almost every time a character fails a roll or reroll. It is not applied when players gain COR. One point of Divine Punishment MAY be negated with a point of Plot Armor. Otherwise, after their Plot Armor is exhausted Divine Punishments will strike. Divine punishments are designed by the GM and should be tailored to the scenario, but a few sample Divine Punishments are listed below.
Sample Divine PunishmentsEffect
Curses!Target gains a cursed skill.
Death's GripTarget is killed. Typically applied to much weaker and injured foes. Should only rarely be used for Entourage. Since Fae can easily revive, this is a very common outcome for players.
Companion BreakPut a member of the target's Entourage into critical condition. Failure to get medical attention within the week results in death. Adjust the time to be convenient for your session scheduling
Mental BreakdownThe mental state of the target is put into a critical condition. Consider using negative traits or forcing the player into a Memory Realm.
Corruptive InfluenceTarget must gains [1 COR]. Ignores Plot Armor. Best used for Fae.
CrippledAn extension of the target is put in a critical condition. Shouldn't be used for Fae.
Bad OwchieThe target suffers an injury which requires medical attention or a roll for Corruption.
Equipment BreakEquipment is lost or stolen if a roll for Corruption is not made.
Make FoeTarget has their friendship with the victim broken. Best used in social scenarios.
The Plot ThickensFoe is able to ignore their next Divine Punishment(s). Best used to create recurring and tough foes.

Punishing Too Firmly

 You can punish a player too firmly-- try to watch their mood carefully. If the player is having an incredibly good day, don't dump a horribly punishment on them. If you notice them roll 4 [1]s in a row, give them a break! Consider giving them a very light punishment akin to letting them off scot free. There are times where extreme punishment is appropriate, however. When your players are getting too egregious, doing actions like buying up every condom supplier in town to create a monopoly or planning a coup of the local government, you should start raising the stakes to match their goals.

Beyond Combat

 Aside from combat, there are other essential parts of play that 'unfold' as players become sexually experienced and diversify their actions and kinks! The following sections all cover different parts of play in detail, but here's a brief overview of what each section will contain:
Virtue, Sin and Corruption talks about the different stats we've mentioned up to this point, such as AVA, LUS and PUR. It also explains the advantages and disadvantage of each skill, and the primary ways players permanently gain and lose each stats.
Skills and Titles goes in depth about the Corruption Roll and Combination Skills systems, and gives a few guidelines to skill creation.
Fae Heritage covers the illustrious Fae Bloodline, as well as its powers and variants.
The Entourage covers companions and the entourage, as well as entourage evolution and growth.