The Archive > Blades of the Forgotten Ones (Raurie)



Come one, come all! All questions will be fielded by myself and / or Sam. Ask us anything, from concept, to rules to plot.
(I reserve the right to FOIP at any point. ^_^ )

Primarily an adapted version of the White Wolf RPG system, based on Scion.
Some of the Aspects (purviews) have been edited slightly to better reflect the setting.
Also the combat mechanics have been modified to reduce the weighting in favour of Dexterity.

Basic Premise:
The Fae exist. They are evil creatures, and bring chaos and destruction in their wake. For millennia they have existed within their own realm, known as The Dreaming. Anything you've ever heard of a mythical creature, or strange phenomena, chances are it came from there. Magic is real and always has been- but the connection between the two worlds faded. Human dreams and imagination are a source of power for the Dreaming- but the Fae have forgotten this. They systematically return and destroy civillisations as they peak, preventing Humanity from gaining the strength to defeat them, leaving the less developed tribes to exist. The Aztecs, The Egyptians, Atlantis...the cycle continues. Documenting this throughout time, are the Librarians.

The Librarians

The Fae


The Tournament
The Tournament is a world wide event, with several thousand Wielders entering the competition. The grand prize- to win the Holy Grail - the cup of legend, with the ability to grant the victor a single wish. The matches are determined randomly, Wielders' skills are not taken into consideration. In the first tier, each competitor has 3 matches, the scores of which define their placement for future matches.

The War
Recently, a giant Fae creature attacked London, and was fought off by the Wielder of Caliburn, Cayden Hughes. This battle was televised throughout the world, and he is now known to all as the most powerful Wielder. The players will have seen this- and is their fight to join. The Blades exist to defend Humanity from the Fae, and the Wielders are the only ones with the strength to stand up to the ancient enemy. The attack in London was the first of many. This is only the beginning. Most of the others have been held back for now- but not all of them were as successful- and they are growing in strength. It is but a matter of time, and the Fae are turning the tide in their favour.

What is a Blade?
A Blade is the weapon that the players, or Wielders, use in their fight against the Fae. Blades allow them to use powerful magic, push themselves beyond mundane limitations and walk the border between reality and imagination. Each Blade is sentient, having it's own spirit, which communicates with it's wielder. These spirits have their own personalities, and as such, their own Virtues and Willpower. Working together with your Blade will result in a stronger bond- doing something against it's nature may cause it to refuse you- or worse.

What is Belief?
Belief is the power that grants the Wielders, through their Blades, their abilities. Equivalent to a Scion's Legend. It can be earned by performing impressive and heroic deeds before crowds of awestruck citizens- the more powerful they believe the Wielder to be, the more powerful you may become. Be wary, people can be fickle, and this can also work in reverse.

Who are the Wielders?
The Wielders are those who wield the Blades, having come into possession of one they are capable of working with through one means or another. They have just finished fighting in the Tournament of Blades, the prize being the Holy Grail, and are now in the thick of a war between mankind and the insane chaos-personified Fae, who exist solely to destroy all known civilisation and use humanity as their plaything, started by the winner of the tournament, Cayden Hughes, as he acted to defend London from a Fae attack.

You said something about Magic?
Wielders are granted potentially amazing powers- either by their Blade, or by possessing a Relic. There are different types of these abilities, each of which belongs to an Aspect (Scion's Purviews). Aspects encompass a specialty in a particular type of magic. Your Blade will start with 1 Aspect (in Tournament) or 2 (in War). Details on most of these Aspects can be found either here or here.

So what's the difference between magic from a Blade or a Relic?
Blades are sentient weapons, each with it's own spirit, which when bound to a wielder, may adapt and grow in power. Each Aspect activated on the Blade allows it's wielder to begin to channel the powers from that specialisation. If you earn a level 3 power on your Blade, you will automatically receive the previous levels.
Relics, on the other hand, are magically charged items. They are limited to access only one Aspect, and will not generally be higher than a maximum of a level 3 power. Their primary use is to allow the wielder to use powers outside of their Blade's abilities. It is worth mentioning that if a wielder is seen using a power often enough, people may believe it to come from their Blade weapon, and once this belief is strong enough, the Blade itself may open to it, allowing for it to be explored further.
Having a Relic of the same Aspect as your weapon does not make your link to it any stronger.
If your Relic is equal to Level 3 Fire, and your Blade learns this ability, the Relic is no longer as useful to you.

How many of these Blades & Wielders are there?
Thousands, for each weapon of Legend, some lost and some still known, there is a Wielder, and the Tournament Of Blades does not commence until all have found someone to use them. However, during the tournament and due to other outside influences, not all have survived this far, but the vast majority of them are currently alive and fighting.

What happens when the civilisation ends? Does the blade keep its power?
Essentially, when the civilisation ends, the Blade scales back to its original state in terms of power, but what powers it keeps over the accumulated campaign are dependent entirely on the way it was used. For example, if a Blade started with Psychopomp 3, but then picked up Death 3 in terms of Relic-Melding and Belief, and the Death tree was used more by the Wielder than Psychopomp, then the Blade will affix back to only one level 3 purview, which would be Death, due to its more present usage, as it will be the more commonly attributed purview by any records left behind for Historians and the watchful Librarians.

...Relic Melding?
If you have a Relic- say it allows you access to Wind's Freedom, the Level 2 Sky, that allows you to fly. This is quite an obvious use of power. People know you are a Wielder, and they know that the Blades give you powers. If enough people see you flying, it is possible that there becomes enough belief that it is your Blade that allows you to fly, regardless of your Relic- then your Blade will gain the Sky Aspect. This does not destroy the Relic, indeed, some Wielders have been known to gift or trade others with them after they are no longer required. There is another way to gain additional Aspects on your Blade, by physically attaching the Relic item to the Blade itself. This enables the Blade to slowly absorb the new Aspect, but at the cost of the Relic itself, as it also becomes a part of the weapon.

So, using one of these Blades creates a Bond- what does that do?
Bonding with the Blade increases the influence a Wielder has on its Blade, and vice versa. It also means that when you spend a Willpower point to add a Virtue roll to an action, if the Blade has the same Virtue, its score is also added. This can be used to give an insane number of successes, and is usually where Wielders pick up most of their belief.

What happens if a Wielder dies?
The Blade usually enters a dormant state, waiting until it is needed in the new civilisation. This, however, differs if the Blade is saved from a Fae-Tainted Wielder. It may feel its job is not done, and try to find another Wielder to keep up the fight in light of its failure to keep its previous Wielder on the right path. Or it may blame itself and shut down completely, never allowing itself to be wielded again.

Can these Blades be broken?
Blades can be broken, but the process of doing to is extremely precise, difficult and exceedingly dangerous. Blades can only ever be broken if their Wielder does or tries to do something that goes against all of its Virtues, thus severing their bond. However, this will nearly always lead to the destruction of the Wielder as well.

When / Where is this game set?
Our one is modern day, but the concept can fit almost any time period. As for where, that's dependent on character nationality and GM choice ( So yes, Raurie's ) It's likely to either be England, the US or part of the EU however, though I may take it somewhere else entirely. In short, FOIP.

What remains of Human civilisation?
You've just entered the War, so most of it is still standing, but this will very much change over the course of the game. The Fae are relentless, and the Wielders are not all powerful, and even the strongest of them cannot be everywhere at once.

Who / What are the Fae?
Beings of absolute chaos and depravity, some seem to be named as the physical manifestations of concepts, most of these named ones are staggeringly powerful and it usually takes one of the strongest Wielders to take them down. Others are just there, shadows and echoes of their masters power, conjured of the abyss. These are just the generic foot-soldiers however, and there are far worse things lurking in the dark.

Ok, there's the Fae- What else is out there?
Currently unknown. Those Wielders that are capable of Summoning creatures know that they are drawn directly from the world of dreams and imagination itself, like the Fae. However, these summons are completely unlike the Fae in every way, hence why they are subservient to the Blades and fight against the Fae. Other knowledge may be revealed through the campaign.

How common is Magic?

What level of technology is available?

Belief - What is it for and how do I get it back?
Belief is split into two things- the dot value itself is a measure of how powerful you and your Blade are considered to be.
Belief points are used to power certain abilities. It represents how much energy it costs to perform the action, and will relate to the difficulty of the task. Generally, the more flashy and impressive your action, the higher the cost- however, this will also win you the most respect from any bystanders, which will then add to your belief, likely returning at least some of your power. (GM decision)

Willpower - Same question.
Willpower also has two functions- the dot value represents a measure of your determination and mental resilience.

Willpower points can be used in the following ways:

Automatic Success:
The player may spend one temporary Willpower point to receive one automatic success when performing an action.
This is in addition to any successes generated by the player’s dice roll and counts toward the total number of successes rolled to perform the action.
Further, the dice roll cannot result in a botch.
The player must declare that she is spending a Willpower point for an automatic success before making the roll.

Activate a Virtue:
When appropriate, the player may spend a temporary Willpower point to gain a number of bonus dice for her action equal to the Virtue’s rating.
This is not always available, and the reasoning must be justified to the GM before proceeding.

Act in opposition to a Virtue:
The player may spend a temporary Willpower point in order for her character to take an action that violates one of her four Virtues without requiring a Virtue roll.

Resist mind-influencing powers:
The player of a sentient supernatural character may spend a temporary Willpower point in order for her character to automatically resist the effects of supernatural or divine powers that attempt to influence her mind or emotions.

Characters regain their Willpower when they act in a way that restores their self-confidence and determination.


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