SG: Basic Fae Magic

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The following powers are expressed as skills. These are available only to Fae (and Sidhe) characters. These skills can be taken by any fae character, regardless of what type of fae they are.


Requires any fae aspect.

To the fae, dreams and Faerie are intertwined. This makes dreams both familiar and unfamiliar, frightening and comforting all at the same time. Faerie is a dreamland and is the the place they seek to escape by going to the Mainland, as well as the place to which they may retreat in times of need. The ability to manipulate dreams and find their way through Faerie is much the same thing to a fae.

Overcome: Use Dreaming to find a place where the separation between worlds grows thin. The difficulty to do so depends on how urban or well-traveled the location is. GMs might use a scale from Mediocre (+0) to represent wild or forgotten places, or places steeped in mystery and magic to Legendary (+8) to represent the heart of an industrial location. Once a place between worlds is found, the fae can push through into Faerie with another overcome action, where success allows her through to a dream-like version of the world location and failure means she must find another location.
Once through, further overcome rolls might be attempted in order for the fae to find her way to some place familiar. The difficulty for this also depends on the location. In addition, it’s possible for interference on the part of other fae to have a factor. Finding one’s way to Fairy, especially specific Fairy Realms can be fraught with danger and adventure, but that is the risk one must take unless a Shadow Gate is used.
Using a Shadow Gate is much safer. Using a Shadow Gate is a Fair (+2) difficulty during daytime or a Mediocre (+0) difficulty at night, but it then opens and allows passage to the place in Faerie the fae desired to travel. This must be a familiar place to the fae, one that also has a gate connected to the Shadow Gate being used.
A fae character may also use Dreaming to attempt to enter a subject’s dreams. In order to do so, the fae must be present in the same zone where the target is sleeping. The overcome roll is then actively resisted by the target’s Will, even though the target is not typically aware. Success means the fae can enter the subject’s dreams. The subject does not necessarily know his dreams have been invaded, unless the fae reveals herself. Entering someone’s dream, unlike entering Fairy, is a psychic journey. The fae’s body is left to sleep near the target’s body.
Create an Advantage: This is usually used just when attempting to manipulate someone’s dreams. The fae must have first successfully entered someone’s dream, of course. Then use this action to create aspects to replace existing aspects, or to manipulate aspects describing the environment and events.
Attack: It’s possible to use Dreaming to attack someone within their own dreams. Beware! The sleeper may also fight back using whatever skills they have in life. It is quite possible for fae to be Taken Out in a dream.
Defend: Fae can use Dreaming in place of Will to defend against attacks within their own or other people’s dreams.

Example Stunts

Dream Maurader
Attacks you make in dreams are especially cruel. Add +2 stress on a successful attack within a dream.
The Knight of Dreams.
When in combat within a dream, you manifest dream-armor that soaks 2 points of stress when you are successfully attacked.
Fading Memories
You can use the Dreaming skill against mortals to cause them to forget something recent. This is a create an advantage action and the fae gains a +2 to do so. The aspect is temporary, in that it eventually fades away because it is not needed as natural processes cause the mortal to forget. All this Fading Memory aspect really does is cause the mortal to tend to not think about whatever recent memory the fae wants him to forget. The memory becomes like a dream and fades very quickly.
There are ways to temporarily overcome the aspect, typically involving hypnosis or therapy (things that might be achieved by a psychologist using the Empathy skill), but someone has to know there is something the mortal should remember in the first place.


Requires any fae aspect.

By manipulating fate, the fae is able to grant a blessing or deliver a curse. Targets include not only living beings, but also inanimate objects.

Overcome: This power can be used to overcome a blessing or curse. The blessing or curse usually actively defends unless the creator of of the blessing or curse is not present. In that case, the difficulty to overcome is Fair (+2).
Create an Advantage: Use Fate magic to grant a “Blessed by the Fae” aspect to a person, place or thing. Or, use this skill to place a “Cursed by the Fae” aspect that can be invoked against the target. If the target resists with Will. If the target is a place or thing, then the difficulty is Mediocre (+0). The aspect lasts until the situation changes, such as at the end of the scene or when another fae removes the aspect with an Overcome action. The fae must state exactly what activity is blessed or cursed.
Attack: Fate magic isn’t directly used to attack.
Defend: Fate magic isn’t directly used to defend.

Example Stunts

The Happy Home
You can use Fate magic to bless an average-sized home, causing your blessings to last for an entire season, with the expenditure of a Fate point.
Unseelie Curse
The fae can cause her curse (see uses of Create an Advantage, above) to last until the cursed person finds a way to remove it. The curse must always have a way for it to be ended, and it must be stated when the curse is delivered, but the cursed victim need not have heard it spoken. Nor does the condition of the curse’s removal need to seem probable or even possible. Unseelie fae believe that if it is the fate of the mortal to survive and undo the curse, then destiny will find a way and that whatever ultimately happens it will be interesting to see.


Requires any fae aspect.

Many fae are capable of making things they imagine real. This might be something simple such as altering the color of their own hair, their eyes, or the lines of their face. One fae might make her ragged, second-hand clothes appear to be a formal business suit, or make her wallet seem to carry official FBI identification. Such actions can be described with a Mediocre (+0) Glamour skill roll and the aspect generated can last until the situation changes or the scene ends.

Greater illusions can be created as well. See The Power of Seemings below.

Overcome: This action is typically used only to dispel ongoing glamours created by other fae. This attempt can be actively resisted using the opposing fae’s own Glamour skill. If the creator of the glamour is not present, then difficulty is Fair (+2). A fae can dispel his own glamour at any time without taking an action to do so.
Create an Advantage: Create illusions as mentioned above. This is the primary use for this skill. The effect lasts until the situation changes or the scene ends. However, success with style means the effect can last longer. Living targets can resist with a Will roll and if they are to be altered physically, this requires a Fate point be spent for each attempt, whether it is successful or not. For fae characters, the changes can last until the next sunrise, if desired, in addition to gaining an extra free invocation of the new aspect. Sidhe Lords, however, are not necessarily subject to this limitation or others described in the description of this skill above.
Attack: Glamour is not used to directly attack someone.
Defend: Glamour is not typically used to defend, except when another character is attempting to dispel your glamour. Then you may roll your own Glamour skill to defend against it.

Example Stunts

The Power of Seemings
By spending a Fate point, the fae can create something out of nothing, or even alter reality for a time. Things created whole cloth from nothing cannot have complex parts or appear to be a living creature. (It’s possible that Sidhe Lords can transcend this limitation, however!) Created items might be things such as a knife or life jacket. Things altered may include living creatures, such as turning a chihuahua into a huge, slavering hell hound. You might also alter your own size, becoming one tenth your current body weight with a size to match or up to ten times your body weight, with a size to match. (It’s said that Sidhe Lords can transcend this limitation as well.) A seeming is not an illusion and therefore cannot be dispelled before the next dawn. Seemings unravel at sunrise.
This stunt allows the fae to use Glamour to place a boost, Invisible on himself or another person. So long as the boost remains, the subject cannot be targeted without a Notice overcome action versus your Glamour skill. If the overcome is successful, the boost disappears and the subject becomes visible again. If the boost is invoked, obviously it goes away and again the subject becomes visible. Finally, if the subject makes an attack action, the Invisbility boost disappears.
Shape Changing
Requires The Power of Seemings. This stunt allows a fae character to alter his form into that of another living creature, or a creature similar to himself. This can potentially grant the fae basic animal abilities. For example, shape changing into a bird grants the character the ability to fly or glide. It may take a scene of practice to get used to the new sensations and abilities the first time the form is attempted. Unlike the shape-shifting creatures such as werewolves can do, a fae may not reshuffle his skills. However, this fae ability is somewhat more flexible than some forms of shape changing in that the fae may select one form per level of Glamour skill. Forms may be changed out at milestones, but not during sessions, and forms should be specified at the time this stunt is purchased. Changing shape requires a Glamour roll versus a Fair difficulty.
Shape Changing can be dispelled by an overcome action using Glamour against the fae, or other supernatural methods. The fae may actively defend using their own Glamour skill.
The fae can “glamour” a subject, entrancing them and encouraging them to do something simple such as follow a fae, or to leave a fae, or otherwise cooperate with the wishes of the fae using Glamour. This requires a create an advantage action, usually resisted by the Will of the target. Enchanted subjects are not violent, however, and cannot be made to attack. They will cooperate until or unless they are physically harmed. This means that mental harm such as fright or other effects will not break the Enchanted aspect.
The aspect will last until the scene after the fae enchanter is no longer present.

Next: Special Fae Magic