SG: Special Fae Magic
The following magical powers, expressed as skills and stunts to go with them, often have a special template requirement. Characters usually start the game with just one aspect related to what kind of fae they are, but some fae may actually mix traits from different templates. Such fae need to reflect this with an appropriate aspect. When they do, they open the door to further fae magic. Thus it is possible to come up with ‘hybrid’ fae.
For example, perhaps you had an idea for a frost elf. Either or both the Fair One and the Elemental templates could be used to describe your character. If you choose both templates, you should choose one template that has the greatest influence on your character to be reflected in your character’s High Concept, and the other template should be described with another aspect. So, our frost elf could be described with a high concept of ''An Elfish Fair One'' and another aspect might include ''An Elemental Born of Frost and Snow''.
Requires a Beast aspect.
While this power allows the fae character a chance to understand any animal by using it in place of the Empathy skill, the character has special affinity for animals that match his Beast aspect. Use this skill to communicate with any animal. While the animal is unlikely to be able to respond vocally, it will respond to the character within it’s physical limits.
Use this skill to summon an animal that matches the fae’s beast nature by calling it. The difficulty depends on the fae’s location and how easy it might be for an animal to respond and make it’s way there. For each shift of success, the fae can expand the range of his call for up to another mile, or to include an additional animal.
This skill can also be used to command animals that match the fae’s beast nature. The difficulty will depend on the complexity of the command and the situation.
Supernatural versions of animals may be immune or extremely difficult to call or command.
- Overcome: Use this action when attempting to communicate with an animal or understand it. This skill is also used to call an animal that matches your nature. Any natural animal will be willing to assist so long as the commands are not overly cruel or suicidal, to the best of its ability.
- Create an Advantage: Use Beast Kin to create advantages when a deep insight into the motivations of your chosen animal type might be used to your benefit.
- Attack: Animals with which the Beast fae has affinity do not typically resist the fae. Supernatural versions of such animals may, however, require a mental battle before obedience is granted. In this case, Beast Kin can be used to make mental attacks where a Taken Out result means the supernatural beast gives in to the fae’s command. Of course, a supernatural beast does not have to resist the fae, either, if it has no wish to.
- Defend: Beast Kin is not used to defend.
- Blessing of the Beast
- While all beast fae retain animalistic features, a “gift” from their time enslaved in a Faerie Realm (or perhaps a trait inherited from birth), some have especially useful features. Instead of paying a Fate point to active your beast’s enhanced senses, you can define this stunt to mean you no longer are required to spend that Fate point to gain the bonus. Or, you might choose some other specific feature for which you receive a bonus. For example, if you have a body like a centaur, then you could purchase this stunt for a bonus to Athletics rolls involving running and speed. This stunt may be purchased multiple times to add more animalistic features that are always present and need not be activated with a Fate point.
- Natural Weaponry
- You have, in reality, claws, jaws, fangs, horns, or whatever weaponry is natural to your chosen affinity animal. The Mask hides it from mortals, but they are always there. They provide a +2 bonus to stress done in a successful attack during close combat.
- Shape of the Beast
- Your character can take on the form of her chosen affinity animal. This can grant the fae access to four hoofed feet for faster running, horns for defense, or teeth and claws. It might also grant the ability to swim with great speed, hold breath for a long time, or develop gills. Whatever the animal can do naturally becomes natural also for the fae — as do the animal’s natural limitations. The fae can activate this power at any time with the expenditure of a Fate point. She may then maintain the Shape of the Beast for as long as she wishes, returning to her normal form at will. Using this power also causes the Mask to dissipate, so wise fae choose an animal form for which they have affinity and that is also plausible to the mortal eye.
Requires a Dark fae aspect.
Some fae power comes from the primal darkness that embodies horror, feelings of helplessness and the essence of night. Whatever form these dark fae take, they have the ability to tickle the lizard brain that recoils in terror at the eagle’s shadow. The extent of a dark fae’s ability with this form of magic depends most on the description provided for the characters. If it makes sense the dark fae can achieve a particular result by tapping the power of fear and darkness, then it is likely they can use this skill in some way to achieve it.
- Overcome: The Darkness skill can be used to see into dark places without penalty or to spread shadows to impair sight. The difficulty to peer into the darkness is always trivial for dark fae; the difficulty is Mediocre (+0) if the GM requires a roll at all. The difficulty to cause shadows to spread to places they should not be depends on how much light is in the area. As a rule, the difficulty might range from Mediocre (+0) when light is minimal or non-existent to Superb (+5) under the noonday sun. The shape the shadows take is up to the dark fae to determine. The darkness that follows the shadow is so murky, it can actively resist Notice and Investigation rolls.
- Create an Advantage: You can manipulate shadows to create advantages by distracting the enemy or frightening them. You can also manipulate shadows in order to hide yourself, but this has limited use during full daylight or brightly lit buildings; the GM may decree that manipulating shadows in these conditions cannot provide enough cover to create an aspect.
- Attack: Darkness isn’t usually used for direct attacks, but see the stunts below for special cases.
- Defend: Darkness isn’t normally used to defend.
- Hentai Horror
- This rare, nightmarish ability allows the dark fae to cause tentacles of shadow to sprout from her body. She can attack any single target within two zones, and may split the total on her dice roll to attack more than one target, so long as at least one shift is assigned to each target. This allows use of the Darkness skill in place of Brawl.
- For example, if Hannah the Horrible, a dark fae, chooses to attack both Jonny the Jock and Billy the Bully, she rolls the dice and adds up the total. After the tally is done, including the use of any invocations of aspects, Hannah has a total of +10. She divides her attack between them, but since she really hates bullies even more than jocks, she puts +7 shifts into the attack against Billy and leaves +3 shifts to attack Jonny. Since that uses all 10 shifts she rolled, she can’t attack anyone else.
- Shadow Walk
- The dark fae flits from one shadow to the next, so long as she has line of sight. Use Darkness in place of Athletics to move around a zone, or from one zone to another. If the dark fae can see a shadow from across multiple zones for some odd reason, then a good enough Darkness roll allows her to flit instantly to the shadow in the target zone. This may allow certain kinds of barriers to be bypassed.
- Shadow Armor
- This stunt allows use of Darkness to defend against physical attacks. The effect is that the character becomes partially insubstantial, allowing physical attacks to pass through her. No stress is absorbed; instead this skill is used in place of other skills for defense.
- Soul Leech
- This power uses the nature of Darkness to inflict terror. Use the Darkness skill in place of Provoke to instill feelings of terror. This can therefore inflict a mental attack, or create advantages. When used against mortals, it can satisfy the condition in which fae may add any Fate points to her spendable pool that might have been saved up.
Requires an Elemental aspect.
This skill represents several different powers. This skill applies to the element (or elements) described in your high concept or other aspects as being part of your character’s makeup or for which you have a special affinity.
The Elements skill can be used to control an element. Controlling air means you can control wind. This means you may be able to create advantages, attack things directly, or possibly even use wind as a defense against certain types of attack, such as thrown knives or spears, or other slow-moving projectiles. Controlling fire can enable you to confine a fire, or use an existing fire to attack someone. You can use the skill in the same way to control other elements.
Creating something from nothing is a much more difficult feat, however, just as it is with Seemings (Glamours) in the sense that it requires a stunt to do so. Like Seemings, elemental creations can exist for a time, but fae can’t make them remain permanently. (Sidhe Lords can bend this rule.) Purchase the Create Element stunt to make or call up something composed primarily of a particular element that you can then manipulate.
If the element is available, whether the element was present in the environment or introduced to the environment with Create Element, it can be used to attack. Stone might shift or roll toward a target, fire might leap, electricity might arc. If a source is available, then the fae elemental can use it to make some kind of attack.
Elemental fae can also influence and manipulate themselves, because of their affinity with the element. For example an earth gnome could cause his fae flesh to harden in order to resist damage better, thereby using the skill either to place aspects on himself or even in place of using Athletics, Brawl or Melee to defend against an attack. This technique might be used by fae with access to any solid element, so a frost elf turning his body to ice in order to resist attack is also feasible.
Although earth, air, fire, and water elements are the obvious ones, other "elements" are possible. For example, dryads are another known type, often considered a sub-group of nymphs, that have powers over plants and especially trees. They could have an Elements (Plants) skill.
- Overcome: Use Elements to overcome challenges where control of an element can overcome a difficulty.
- Create an Advantage: Use Elements to create advantages where the element is available.
- Attack: If the element is present in the environment, it’s usually possible to control it well enough to issue some sort of physical attack.
- Defend: Tap the elemental fae’s affinity to an element in order to avoid being hurt in an attack. For example a sylph (air elemental) might use her insubstantial natural as a defense. A salamander (fire elemental) might be capable of melting incoming attacks or momentarily transforming a part of her body to pure, but insubstantial fire. A nymph (water elemental) might turn her body to water, causing an attack to be ineffectual, or she might even turn her body to ice for a slippery, armor-like effect. A gnome (earth elemental) made of clay or stone might be so tough that it’s difficult to harm them. Elements cannot defend against attacks that bear, in some way, the Cold Iron aspect.
- Create Element
- This stunt allows the elemental fae to create an element described by one of her aspects as being part of her being. It may require a dice roll in order to make something of it, and certainly requires a dice roll in order to instantly attack with an element you just created. If a Fate point is paid, the created element will last until the next sunset, it evaporates, drains away, or burns out; whichever happens first. Sidhe Lords may have no such limitation upon their use of the Elements.
- Elemental Resilience
- An elemental fae can add one additional physical stress box, permanently. This can theoretically take the character to a maximum possible five physical stress boxes. This stunt can be purchased only once.
- Form of the Elemental Avenger
- Elemental fae with this stunt have the ability to become a pure elemental being. Spend a Fate point to gain a body made of your affinity elements. This provides a bonus of +2 stress upon a successful Brawl attack, as well as absorbing 2 points of stress when an attacker successfully makes a physical attack against the elemental. Other Fate games refer to these bonuses as Weapon:2 and Armor:2. Form of the Elemental Avenger lasts for one scene.
- However, Form of the Elemental Avenger will absorb no stress from attacks that use a weapon with the Cold Iron aspect, regardless of whether the aspect was invoked or not. In addition, if cold iron armor is worn by your target, the bonus to damage also does not apply. Thankfully, cold iron armor is unheard of in this age… yet not impossible.
Requires a Goblin aspect. This skill works much like the normal Crafts skill, except that this magical skill doesn’t require special tools -- they appear and disappear as needed. In addition, simple projects can be completed with blinding speed, often in a single exchange. Complex projects that might otherwise be simply impossible will take longer.
A simple project would include things that create aspects, such as whittling a tree limb into a bat, or putting a doorway into a wall that has none. Such instantly created items will last as long as it makes sense for them to last. As a rule of thumb, obviously magical creations tend to “wear away” in the Mainland world, though they could last a long time in the Fae Realms. Items that don’t seem obviously magical, such as the aforementioned bat, can last longer.
A complex project are things that are described with more than just a single aspect. For example, a rug that can fly by itself likely has an aspect, Flying Carpet and a Fly skill at some level. When it makes sense to add skills or stunts to a magical item, the project becomes complex. Impossible things become possible to make, but it can still take days or weeks to construct. The GM may present a side adventure to find some special magical components to make it all work, as well. When all is said and done, the item must then be paid for. The recipient must have the extra skill points and/or Refresh to pay for any stunts. The recipient of the Faerycrafted item need not be the goblin that created it.
Fae without the Faerycraft skill can still create enchanted items, but it always requires magical items usually found in only in the Fae Realms.
- Overcome: Use this skill to analyze a magical item to figure out how it works and what it does. You can also use this skill to take apart items, magical or not. This can be useful to deactivate dangerous items and to recover valuable parts for use in other projects.
- An Overcome action is also used when creating complex magic items. See the description above for details.
- Create an Advantage: The most common use of this skill is to create minor items or modify the scene in minor ways. Simple weapons can be built in a moment, doors carved, etc. The difficulty should be set according to the scarcity of material and how difficult it is to work with. For example, building a doorway through a brick wall should be rather difficult to do in a few moments (perhaps a Fantastic +6 difficulty), but doing so in a thin interior wall should be much easier (perhaps only a Fair +2 difficulty).
- Attack: Faerycraft is not normally used to make direct attacks.
- Defend: Faerycraft is not typically used to defend.
- Use Faerycraft to make complex creations with minds of their own! Such creations become creatures in their own right and need not have their stunts and skills paid for. If such creations are made to be minions for the goblin or a client, then the GM should require at least a permanent aspect of the recipient of said minions be changed to reflect his relationship to his new minions. A group of nameless-level npcs can be purchased with a single aspect. A supporting character might be built and then paid for with an aspect that names the character.
- Some goblins are contracted to create monstrosities that are put in place for specific reasons, to populate a maze, to guard a location, etc. If that is their sole duty and cannot be used for other things, then there might be no need to have another character “pay” for them with one of their permanent aspects.
- Enchanted Fake
- Use Faerycraft in place of Crafts to create a fake item good enough to fool close inspection. It’s powered by magic, however, so if the fake is discovered, the magic rapidly deteriorates and it becomes obvious that the item is not what it seems.
- Crafting Savant
- Name one category of thing the character can make. Efforts to create items of that specific type gain a +2 bonus to the Faerycraft roll.
Requires a Fair One aspect.
The fair ones use Glory to exert their force of personality. Using this skill, a fair fae can tap their magical nature to amplify their own force of personality to overcome social obstacles or place aspects that reflect the illusion of authority and power the fair one is exerting.
- Overcome: Glory can be used to overcome social obstacles through sheer force of personality.
- Create an Advantage: Use Glory to place aspects on yourself to enhance your perceived credibility and authority. This can be used to enhance your talents of diplomacy, oration, persuasion or performance.
- Attack: Glory might be used to make mental attacks against particularly stubborn targets. A Taken Out result means the victim is thoroughly cowed and will show deference until such time it is proven that the fair one is not who they appear to be.
- Defend: Glory is not typically used to defend.
- Majesty of the Fae
- You can use Glory to defend against any attack until someone manages to do stress to your character. After that, you must use other skills to defend.
- Shock and Awe
- You spend a Fate point to lower the Mask so that mortals and fae alike can view you in all your true glory. Unless already in battle with you, other characters will not engage you in battle. This effect lasts until the end of the scene or until you attack someone, physically or otherwise. Afterwards, mortals have difficulty describing what you looked like; no mortal sees you the same way.
- Terrible Beauty
- Spend a Fate point to lower the Mask and use Glory to frighten all onlookers. You need not split your total; all characters must resist your roll separately with a Will roll, or accept a Terrified of [your fae] aspect. Aspects placed remain in effect for the rest of the scene, or until the situation changes, whichever comes first.
Requires a Brute aspect.
Brutes can tap into fairy magic to enhance their usually already formidable strength. Use this skill to place aspects related to feats of physical strength and to increase your size to your advantage.
- Overcome: Add your Strength skill to your Physique skill roll when overcoming obstacles that can be broken down, tunneled through, or tossed out of your way.
- Create an Advantage: Use Strength to place aspects related to size and physical power upon yourself.
- Attack: Strength isn’t used to directly attack something. Use Brawl or Melee for this, but you can invoke aspects created with Strength. For example, if you use Strength to create an aspect Snapped Off Light Pole, you can then invoke the aspect to add to a Melee attack with the light pole.
- Defend: Strength is not used for defense.
- Stone-crushing Grip
- Add +2 to stress when you successfully grab something.
- Toughened Hide
- Your thick skin absorbs 2 stress off any attack that successfully strikes you. (Armor:2)
- Eat Anything
- If you can get it in your mouth, you can chew it up and eat it. It even provides sustenance.
- Impressive Constitution
- You are so tough, you can take an additional mild physical consequence. This means the fae brute can take up to three mild physical consequences if their Physique skill is Superb or higher.
Next: Court and Other Magic