Faeln: Bonus Extras

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Firearms[edit]

In Faeln, firearms are known. They operate on a highly explosive alchemical powder called fire sand. The fire sand react instantly and explosively to any spark or flame and is sometimes made in sufficient quantities to make firearms a plausible weapon. Fire sand is not vulnerable to damp; it is just as explosive wet or dry.

Because of fire sand’s volatility, care is taken in it’s handling. Thick leather bags are used to store small quantities of it. These fire sand bags are carried by warriors who wield firearms.

The downside to fire sand is that in this age, with low magic known and high magic also in use, it is fairly simple to ignite fire sand with a mere spark transmitted view a sympathetic connection, or even overt use of fire or lightning if high magic is available. So, while firearms might see use here and there, they are viewed as a rather expensive, exotic weapon that’s a bit impractical. It would be insanity to supply an army with muskets and cannons using fire sand, for an enemy could potentially destroy all the ammunition by remotely detonating the fire sand. That said, it’s use is somewhat more popular aboard sea going vessels or situations where the main supply of fire sand can be hidden from the prying eyes of mages, or when one’s targets are unlikely to carry magic-wielding passengers. Thus, it is considered a bit of a pirate’s weapon on the open sea.

Pistols, muskets and cannons are possible. Pistols have an effective range of only up to a zone away, though muskets can affect targets at any range at which a combat scene might be staged. Cannons can affect Giant scale targets, and by switching from balls to “grape shot” can be employed with devastating effect against person-scale targets.

All these weapons have one other thing in common. They must take the following stunt.

Firearm. This weapon ignores armor for the greater part. When used against someone in armor, the target may not invoke the armor to improve their defense.


Magic Item Examples[edit]

Paying for Items[edit]

Masterwork, unique and magical items are purchased under the Extras rules. This means that if an item has stunts, skills, or requires an aspect devoted to them, a character that wishes to use them should pay for them. However, GMs can be flexible about this.

When a character acquires a unique or magical piece of equipment, the easiest thing to do is to pay for it with available skill points and stunt slots and be done. Many times, however, a character might not have the extra points and slots saved up for it. If that’s the case, then there are some options.

First, a character might free up points by swapping out whatever item they might already have purchased with with skill points and stunts. The new item then becomes immediately usable.

Another option is to allow a character to use the item but have it on their honor to pay any earned skill points or Refresh to buy the item, as those things become available. GMs will probably not want a character to fall too deeply into this kind of “point debt”, however. We recommend this only be done for one special item at a time to avoid situations where a character is unable to dig themselves out of debt before the campaign ends.

A GM could opt to reveal the true abilities of a new item bit by bit, as the character is able to devote points to it. This has the advantage of allowing a character to grow into his new item and maintains a sense of wonder.

GMs could further aid their players in paying for new items at major milestones. In addition to the standard +1 Refresh, a GM could also include skill points and stunt slots designated for use only to pay for Extras.


Magical Weapons[edit]

The following special abilities are purchased as stunts that can be added to a weapon. These are just examples based on classic special weapon abilities in fantasy games. When designing weapons for your game, you can use these as-is, or use them as inspiration for your own magical enhancements.

There is no real limit as to how many special abilities and skills a weapons might have, but remember that a character must pay for them ultimately with Refresh or stunt slots.

Bane. You inflict +2 shifts of damage upon a successful attack against targets of a specific type. The type must be selected when the weapon is created. This extra damage can add to any existing damage bonus provided by the weapon.

Cleaving. When you attack a nameless character of Fair or Average quality and succeed, you automatically cut down the first and apply shifts of damage normally to the rest.

Flame. The weapon burns with magical fire. When you successfully attack with this weapon and gain success with style, you can place an aspect On Fire with a free invoke instead of gaining a boost.

Flight. Useful for thrown weapons, only. When you use Shoot to throw a weapon at a target, they do not gain a bonus to defense according to the number of zones distant. You can throw a weapon at any target you can see directly.

Hallowed. These are bane weapons, but are designed to target any type of undead creature. See above.

Ice. The weapon is unnaturally cold. When you successfully attack with this weapon and gain success with style, you can place an aspect Frozen with a free invoke instead of a boost.

Life Bane. Some undead have weapons specially enchanted to drain life from victims. When an attack succeeds with style while using a Life Bane weapon, you can place a special Life Drain aspect upon a target instead of boost. This aspect lasts for the duration of this scene and the next. Such an aspect can be used as one would expect to reflect a loss of living vitality in a target. However, it can also be invoked against the character when an attempt is made for physical recovery to begin recovering a consequence slot.

Mythral. This weapon is made of a magical alloy that is found only in the deepest mines. Extremely rare, it is used most often only by dwarf and night elf nobility and never traded or sold, though it might be gifted or found in an ancient hoard. Weapons of mythral grant a +1 bonus to any use of the Fight skill due to its hardness, sharpness, and light weight. Many weapons of mythral have additional magical properties because the weapons tend to absorb magical enhancement very well. In fact, ancient mythral weapons tend to pick up abilities on their own over time. The elder weapons may also awaken and become intelligent.

Razor. The weapon is so sharp, it can pass right through armor. The first time a target invokes an Armor aspect to help defend against the attack, they gain no bonus.

Returning. Useful for thrown weapons only. When you throw your weapon, it automatically returns to your hand, unless it is stuck or somehow grabbed.

Screaming. This weapon makes a terrifying sound when wielded in battle. When you brandish this weapon, you can make a Provoke attack meant to terrify and intimidate at a +2 bonus.

Seeking. When using a weapon with your Shoot skill, you can ignore bonuses to the target’s defense due to cover.

Seeping Wounds. When you succeed with style using this weapon, you can choose to place an aspect, Bleeding Wound, with one free invoke upon your target instead of taking a boost.

Shock. Your weapon inflicts such terrible damage to a body it can put the target into shock. The first time you inflict a physical consequence on a target with this weapon, you also place the aspect In Shock upon the victim.

Speed. This weapon grants a +2 bonus to initiative rolls.

Spells. A mage using High Magic can cast his spell into the weapon, paying the usual costs for the spell. Note the effect down. Later, when the wielder of the weapon (which need not be the spell caster!) wishes, she may release the spell. If a skill roll might be involved, she rolls the dice and adds a bonus equal to whatever skill the original spell caster had when he placed the spell into the weapon.


Intelligent Weapons and Armor[edit]

These weapons (and armor) are built like supporting npcs and require the character to devote as aspect to it. The weapon can communicate with its owner whenever it’s in contact with him or her. Physical skills or abilities don’t usually apply unless the weapon has moving parts. More commonly, intelligent items will have skills such as Lore, Empathy, Rapport, and Provoke. Some might have skills for the purpose of providing Teamwork bonuses. For example, an intelligent sword might have Fight at Average (+1). This doesn’t mean the sword can fight on its own. Instead, it helps the owner act as one with the sword, providing a Teamwork bonus instead. Similarly an intelligent hammer might have a Crafts skill indicating its ability to impart wisdom in creating forging tools, weapons or armor. If the wielder does not have the skill, or the skill is lower than that of the weapon, they can use the weapon's skill value instead as they take guidance from their weapon.


Armor[edit]

Cold Resistance. The armor may be invoked once per scene for free to gain a bonus to defend against cold-based attacks.

Demon. This armor is as intimidating as it is lethal. You gain +2 to Provoke attempts to intimidate people. You also inflict 2 shifts of stress when you successfully grapple someone due to the nasty spiky bits. Finally, unarmed attacks while wearing the armor counts as an attack with a martial weapon. (You do an extra +1 stress upon a successful attack action using Fight.)

Dragon Hide. This armor is made of dragon hide, which is exceptionally tough. It counts as Heavy Armor, but is counts as light armor in terms of what might be compelled.

Fire Resistance. The armor may be invoked once per scene for free to gain a bonus to defend against fire-based attacks.

Glamoured. This armor disappears when its wearer changes shape or wishes to appear unarmored. Any benefits the armor provides is gone as long as the armor disappear, but return once the owner returns to his natural form or wishes the armor to appear again..

Mythral. This armor is made of a magical alloy that is found only in the deepest mines. Extremely rare, it is used most often only by dwarf and night elf nobility and never traded or sold, though it might be gifted or found in an ancient hoard. Armor of mythral can be invoked once per scene for free — in addition to normal, per-session invokes. Although mythral armor is lightweight, padding adds bulk and is just as necessary as it is for any other material used in making armor. Rigidity adds protection but can also inhibit movement. Therefore, although mythral is light and stronger than steel, armor made from it can still be invoked and compelled in the usual ways.

Armor of mythral often has additional magical properties because the metal tends to absorb magical enhancement very well. In fact, ancient mythral armor tends to pick up abilities on its own over time. The ancient sets of armor may also awaken and become intelligent.

Shade. Shade armor provides a +2 bonus to stealth rolls to use shadows to avoid being scene. It also dampens sound. However, armor with this benefit can still be compelled for other reasons (hot, heavy, etc.).

Slick. This armor makes it hard to keep hold of you. You gain a +2 bonus to any attempt to escape grapples and slip through narrow openings.

Sylvan. This armor is made only by wood elves and consists of wood heated and lacquered, then reinforced with magic. This results in a lightweight scale or plate armor. Sylvan Scale grants two free invokes per session, but compels as if it were only light armor. Sylvan Plate armor grants three free invokes per session, but compels as if it were only medium armor. Because such armor is also stained with forest patterns, it grants a +1 bonus to skill rolls to be unseen in a forest setting.


Rings and Other Jewelry[edit]

Rings (for fingers, ears, eyebrows, navels, or wherever those adventuresome kids are wearing them these days) are sometimes imbued with magical power. Normally, they are constructed from precious metals like gold, silver and even mythral (but good luck resizing a mythral ring!). Like weapons and armor, you can purchase many types of rings by devoting a stunt slots from your extras allotment or points of Refresh. Ancient, powerful rings, especially those made of mythral, might have awakened with an intelligent (and skills!) of their own. These rings would be built and purchased as noted under Intelligent Weapons and Armor, above.

Hypnotic Charm. This bit of jewelry needs to be worn where it can easily be seen. When the wearer uses her Enchanting skill to create an advantage related to charming, mesmerizing, or befriending, she gains a +2 bonus.

Invisibility. At the wearer’s command, this ring bestows upon the wearer the Invisible aspect. This aspect renders you undetectable via sight, though no other senses are affected. In addition, if the wearer does something that would direct attention to himself, the aspect disappears. For example, attacking someone while Invisible would cause the wearer to appear and the aspect to go away. If another character has a reasonably good idea where the character with the ring is, they may still be able to attack. In these cases, the aspect can be invoked to aid defense (and the first invoke of Invisible is free). However, if the ring wearer is in the same zone that an attack which affects the entire zone is executed, the aspect cannot aid in defense. The Invisible aspect lasts no more than a single scene. This special power can be used only once per session.

Leaping. Wearing this ring has the benefit of providing a +2 to Athletics rolls to leap.

Spell Resistance. This ring provides a +2 bonus skill rolls to resist any spell cast upon you. This includes beneficial spells, so you must make a resistance roll whether you wish to resist or not, so long as you wear the ring.

Unfailing Will. This ring gives the wearer the confidence to resist assault against his courage and his mind. It provides a +2 to defense rolls against attack actions that do mental damage, including Provoke attacks as well as magical attack such as from Enchanting.


Temporary Items[edit]

Potions[edit]

Potions are liquids meant to be ingested. Brewed with special ingredients and imbued with magic, they can have a number of beneficial effects.

A character that acquires potions pays for it with a stunt slot or Refresh. At the start of a game session, they character has two vials of a single type of potion. Each time one is used, make a note. When both are gone, you may “recharge” your potions slot by going to a village with an alchemist and making a Resources roll. Success gets you one potion back. Success with style gets you two. Alternately, if you find potions as part of a hoard, you might swap out or replace used potions. If you need to use a potion but don’t have any slots or Refresh to pay for it, the GM may allow you to use one but with perhaps half the normal effect.

Healing. This potion grants a +2 to Physique recovery rolls made to overcome physical consequences and begin the healing process.

Regeneration. Drink this potion prior to making a recovery for a physical consequence. Upon success, not only does recovery begin as normal, the consequence is lowered by one step. So, a mild consequence goes away immediately instead of at the end of the scene, a moderate consequence becomes a mild and goes away at the end of the scene, and a severe consequence is reduced to moderate and is healed normally. This potion affects only one consequence, and you must have an open consequence slot for the regeneration to work. For example, if you wish to regenerate a moderate physical consequence, you need to first have an open mild consequence slot.

Second Wind. Drink this potion and make a Physique roll with a +2 bonus against a Mediocre (+0) difficulty (which can be increased if you are in stressful circumstances). Shifts of success can be spent to buy back spent physical stress. When doing so, buy each box individually. So for example if you roll and gain three shifts of success, you can clear your third stress box — or you could clear the first stress box and second stress box. Which boxes are cleared is your choice.


Runes[edit]

Runes are temporary items in that the magic that is used to create them is released when the runes are read. Runes are always made for a specific purpose and have a specific magical effect. For example Runes of Flamejet has a fire effect that is meant to attack something. When used, a character can make a Lore skill roll execute the magical effect. The runes then disappear.

The downside is that malicious individuals can make runes that attack the reader instead. This works the same way, except instead of doing what the reader wanted, the reader ends up attacking himself with the effect of the spell in the runes.

Avoiding this danger requires knowledge that is only taught at an academy that teaches arcane arts (either low or high magic will do), or from a successful apprenticeship to a talented mage. Glimpse the unknown runes and make a Lore skill roll versus a Fair (+2) difficulty. This difficulty might be higher if the runes were specifically designed to deceive the reader into thinking they are something they are not. Upon success, the reader can determine what the runes are meant to do. Failure means the reader doesn’t know without studying the runes further — which of course is impossible with only a glimpse.

Purchase runes (which might be drawn upon parchment, leather, burned into wood, or other materials) with a stunt slot as an Extra, or with a point of Refresh. Each slot so purchased lets you have up to two runes of your choosing. Once they are used the power is gone but you may either “recharge” them or swap them for different runes. Doing so means either doing it yourself and making an appropriate magic skill or Lore roll or purchasing them from a mage using Resources. A successful roll means you can replace or swap one. Success with style means you can swap out or replace both of your runes. You may also do this for free if you find them as part of treasure, but you may want to glimpse them first and figure out what they do!

Examples aren’t given here. Instead, see the chapter on High Magic for ideas. If they can be done with magic, runes can be drawn to capture that power.


Non-standard Races[edit]

Smallkin (Gnomes, Little People, Valley Folk)[edit]

These child-sized people are called by many names, depending on the culture. They often refer to themselves as valley folk, after the peaceful mountain valleys they prefer. Their closest neighbors are often dwarves, who refer to them as “smallkin”. Other races might call them gnomes or simply the Little People. Compared to the other great races of Faeln, this is an apt description.

When still young, smallkin tend to wander. They are quick-fingered, lanky individuals with a quick wit and quicker hands. This is helpful to get them out of trouble they often find themselves in, but tends to promote an image of smallfolk as thieves and causers of mischief. They are a very active people throughout their lives and very industrious in whatever profession they choose. They can turn an entire valley into a thriving, self-sustaining community of connected villages and farms. Smallkin make great trading partners for dwarven cities located deep within the surrounding mountains.

Politically, they tend to divide themselves up into family-based clans that unite to make a single, valley-wide community. They maintain trade connections to other valley settlements but travel through mountains is too hazardous and difficult for them to make larger political units viable.

While crafty, smallkin tend not to be militaristic. Their small size and wit makes them more suited to using diplomacy and cunning to deflect hostilities, where possible. They make good neighbors for people interested in peaceful pursuits. That’s not to say they won’t or can’t defend themselves when they need to. They simply prefer more peaceful means to resolve conflicts.

Aspects
Quick-fingered Adventurer, Sticky Fingers, Not Tall Enough for This Ride, Small but Fierce!, Tougher Than I Look

Racial Skill (Smallkin)
The valley folk are small compared to the other races and they know it. However, small size also has its advantages. They are also quick and dextrous, a combination that can make them frustratingly hard to squish.

Use this skill to make rolls based on your particular profession, be it a traveling minstrel, a farmer, a blacksmith, or whatever else peaceful skill might describe your character’s place in his or her valley home. In addition, choose one of the following flavors; more can be purchased by spending Refresh.

Small. You may use your Smallkin skill in place of Stealth where your size can make a difference. Examples include hiding and sneaking.

Crafty. You can use your Smallkin skill in place of Crafts to build, repair, cook, or brew useful things. Examples include tools, clothing, shoes, and instruments, but does not include weapons or armor.


Dragons[edit]

Although all dragons belong to the same species, they can appear in many different colors and features. It’s believed that what they become is influenced by their environment.

Newly hatched dragons, hatchlings, have no wings. They migrate to the sea where they consume vast quantities of fish over a long period of time. After a century of growth and development, these hatchlings, now grown into essentially sea serpents, find their way to a spawning ground.

The spawning ground chosen by these serpents might reside in any environment. Further, the environment will influence the final form of the dragon. Once the preferred environment is chosen by the serpent, it burrows into the ground and creates an underground hollow. There it falls into a slumber very similar to hibernation. This hibernation can last anywhere from a decade to a century. If discovered in that time, the serpent is very vulnerable to scavengers or hunters looking to cash in on an easy catch. Thus, serpents will try to make their temporary homes as inaccessible or hidden as possible.

Once the dragons hibernation is at an end, the dragon will emerge. Wings will have developed in this time, though it will still take the dragon a while for them to become strong enough for them to begin to learn to fly. However, a dragon, even one that cannot yet fly, is not a vulnerable creature. It is, however, a voracious eater and excellent hunter.

At the time of its emergence, the dragon’s type will be obvious, and clearly influenced by its environment. Fire dragons emerge from hibernation holes dug into volcanos and have a breath weapon to match the heat of their homes. Green dragons come from the deepest, darkest forests and might breathe corrosive gas. Golden dragons of the sun emerge from scorching deserts and can exhale blasts of burning sand (though they might breathe fire instead). Black dragons emerge from the deepest caves and can spray acid that will melt even stone. The pale dragons that claw their way free of icy caverns and ancient glaciers possess a breath that can freeze flesh. The following descriptions are meant to provide inspiration; individual dragons need not follow them strictly.


Prevalent Color Environment Common Traits
Black Caves Forward swept horns and smooth, very fine scales; acid spray
Gold Desert No horns; flame breath or burning sand breath
Green Forest Long, backward swept horns, main of spines; breath of corrosive gas
Grey or Silver Hot springs No horns and fine scales that look like skin; steam breath
Red Volcano/source of lava Forward swept horns and scales that look like cooling magma (black and red); flame breath
White Icy No horns, spiked tail; breath of freezing cold

A young adult has already lived for over a century and emerged from hibernation as a full-fledged dragon. The dragon will be 25 to 45 feet in length, with females tending to be lighter and smaller than male dragons. They will have inherited a mix of memories memories from the mother that birthed them as well as the father. This gives them an advantage in that dragons can already understand language at birth and may know many things useful to survival. By the time they emerge as adults, they can speak as well. However, no young dragon knows everything their parents knew at the time of the mating (some things are held back). In addition, more than a century will have passed before the young dragon can even speak of them, should she be so inclined.

This then, is the primary way dragons pass down important knowledge, lore as well as magic. Dragons never apprentice, for they view none as their superior. Nor would they ever consider attending such a mundane thing as a university.

As a young adult, a dragon can be built on a Personal Scale, even though it is still quite large. They will start as a Great level character, though it will soon (in terms of a dragon’s life span) grow into Superb and higher level characters. At Superb and higher levels, a dragon becomes Giant scale, capable of immense destruction. The most ancient dragons, of which there may be no more than a handful in the entire world, reach Epic scale and are capable of leveling cities and swallowing entire villages at a time. Thankfully, these elder dragons sleep most of the time.

Player character dragons always start at Personal Scale, unless your table has decided to play a very high level game.

The following stunts are suitable for dragons, as are many from the Fate Core skill list. As always, if you can’t find a stunt that does quite what you want, you should feel free to make it up and present it to the GM for approval. You can purchase any of the below.

The primary skill for most dragons is Physique.

Aspects
Everything Is Eatable, I Really Am Better Than You, Terrifying Lord of Sky, Apex Predator, Unerring Sense of Smell, Heir of Might and Magic, None Shall Survive My Wrath

Race Skill (Dragon)
Adult dragons are capable of speech, even if you don’t see their mouths move. It is telepathic, and can be directed at whomsoever they wish. Of course they are perfectly capable of understanding whatever language they are familiar with, but since their bodies do not have the capability of speech, they make themselves understood — when they choose to do so — using telepathic communication.

Dragons are capable of using this telepathy against the lesser races, but have in-born resistance to one another. In other words, they cannot simply rifle through the minds of their fellow dragons. They are too strong-minded for that. But the lesser races can certainly be influenced.

By looking into the eyes of a dragon, a humanoid might be compelled. The dragon can use his race skill to create aspects that represent hypnotic suggestions in humans, elves, and any humanoid race.

One less well-known thing a dragon can do is to create a bond with another being. Likely having arisen as a survival trait, this allows the dragon to maintain telepathic contact with one chosen individual over great distances — though the contact occurs only when the dragon wishes. Typically such bonds are formed when the dragon is still a young adult and may need to forge an alliance with a lesser race for survival reasons. Such bonds are decidedly one-sided; the humanoid never chooses when or if the dragon will allow communication.

Pick one of the following flavors. You may add more by spending a stunt slot or point of Refresh.

Entrancing Gaze. You can use your Dragon to compel the weak-minded. This is a mental attack that goes beyond what a dragon can typically do. A dragon with Entrancing Gaze can enslave a mind by achieving a Taken Out result on this mental attack. This ability requires direct eye contact.

Immunities. Dragons, as living avatars of magic and life, can be very resistant aging effects, poisons, and attempts to use magical Enchantment against them. You can use your dragon skill to defend whenever threatened by such effects.

Wolf in Sheep’s Skin. Some dragons (those few who are willing to lower themselves to the status of a mere humanoid) are able to transform themselves into a human, elf, dwarf, or similar intelligent being. They have just one favored shape and once chosen, it’s set. They also have only the physical capabilities of the chosen form, save for a sole exception. A dragon may select one obviously draconic trait and should that imply the use of a dragon-like stunt it can be allowed. For example, a dragon who takes the form of an elf with dragon-like talons can retain the use of his Fangs and Claws stunt, but not his Flight, Jewel Encrusted Hide, or Breath Weapon.

Stunts
The following stunts may be purchased by dragon characters. Dragons need not purchase all of these stunts, nor are they limited to just the ones listed here.

Breath Weapon. Dragons can use Physique instead of Shoot to use their special weapon. Mark off a physical stress box to affect an entire zone or a target of Giant scale. If your character is already of Giant scale, then you can affect a target of Epic scale.

Dragon Flight. You got wings. And you can use them. This stunt allows you to use Physique to move through the air. Treat this like Athletics, but allows vertical movement as well. Note that a dragon without this stunt is unable to fly at all. This may be due to crippling injury or because the dragon has not yet developed the strength in his wings to enable flight.

Dragon Hide. You are especially tough. Use Physique to defend against any non-magical physical attack.

Fangs and Claws. Claws and teeth as strong as the best forged steel grant you a weapon:2 bonus upon a successful Fight attack.

Jewel Encrusted Hide. You spend so much time sitting atop your hoard that it has actually embedded into your flesh. This provides an armor:2 bonus. This means that if you are successfully attacked physically, you ignore up to two shifts of stress.

Roar. You can make a Provoke attack that affects an entire zone. The strength of the roar diminishes with distance, however. Outside your own zone, everyone in a scene (except you) is affected but they resist with a +2 bonus.

Tail Swipe. Gain a +2 to Fight actions to attack more than one opponent when opponents attempt to flank you or come from the rear.

Wing Buffet. Use your enormous wings to get a +2 bonus to Fight when attacking multiple opponents in front of you.


Unicorns[edit]

Unicorns are very rare, mystical creatures. A little smaller than a typical horse, a unicorn is the size of a pony but has cloven hooves. It’s single armament consists of its trademark horn. However, would-be unicorn hunters should beware for this horn is sharp on both front and back edges, curved and possesses a pointed tip. An angry unicorn can wield this horn like a sword or spear. Unicorns are also identified by their long, flowing manes and tails.

These creatures inhabit woodlands and are believed to be living avatars of nature. Often they bear a white coat, but brown, paint, and even striped unicorns have been seen. A black unicorn, however, is an image of the fury of nature itself. An angry or especially wild unicorn is dangerous to begin with, but a black unicorn lives to shed the blood of humanoids.

It is believed there are only so many unicorns in the world. When one dies it is reborn or perhaps appears whole in the deepest woods, though there may be a space of years or decades before the unicorn returns. Usually a unicorn that dies holds no malice when it returns, but a unicorn that dies due to betrayal will return as a black unicorn bent upon revenge. Even the pure or innocent cannot win the trust of a black unicorn.

Most folk picture unicorns as stallions, but unicorn mares also appear.

Aspects
A Fae Avatar of Nature, Magical Healing Horn, Trusting of the Pure or Innocent, Self-Sacrificing -or- Burning Rage, Wild as Her Woodland Home

Racial Skill (Unicorn)
Sense Innocence. Use the Unicorn skill in place of Empathy in order to sense the relative innocence and good intentions of a person. Deceive can be used in defense of this ability. If successful, the unicorn will know if the person has aspects depicting negative emotions or malicious intent, though it may not know the exact aspect.

Healing Horn. Use the Unicorn skill and a touch of the horn to cure disease or poison, or reduce a physical or mental consequence one step. Doing so is an overcome action. The difficulty for disease or poison is usually Fair (+2). To reduce a consequence, the difficulty is equal to the shifts of stress the consequence can absorb. Only one attempt per poison, disease or consequence may be made, and doing so costs the unicorn a point of physical stress, a Fate point, or a consequence if neither of those are available.

Stunts
The following stunts are also available for purchase.

Form of the Maiden. Some unicorn mares can take the form of an elf maiden. They can have different arrangements of skills, though the shape of the pyramid should remain the same. Often, the maiden is seen wielding a spear or lance.

Gore. Fight attacks with horn or lance gains weapon:2.

Winged. The unicorn also has a pair of wings. This allows the unicorn to use it’s Athletics skill for vertical movement as well as normal movement.