Feb 17, 2022 9:00 pm
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The Fey
All Faerie characters use the Lesser Supernatural Character Type.
Faerie
10-point Supernatural Quality
A Faerie is one of the elder races that once lived amongst humanity. There are many different types of Faeries, each with their own appearance and powers. This quality represents all of the "lesser" Faeries. Some of these beings have dwelt all their lives in the Otherworlds, and have little experience with our world. Others have lived among humans for decades if not centuries, and are as sophisticated as the most devious Qliphonim. Faeries gain Language (Fae) 5 as well as their normal native language (if they were raised in a human culture), at no extra cost.
Faerie-Touched
7-point Supernatural Quality
Humans with mixed blood or long-term exposure to faerie magic possess this Quality. Their father or mother was of the Good Folk, or mayhap he spent time in the faerie lands, either as a guest of the Seelie Court or a captive of the Unseelie Court. This Quality must be purchased at character creation, and grants several special features to characters. First, all Faerie-Touched are considered Gifted and do not need to purchase the Gift Quality (when creating a Gifted character, Faerie Quality may be purchased instead of the Gift and satisfies that requirement.) Faerie-Touched may purchase Invocations and the Sight but other metaphysics are beyond them. In addition, all Faerie Touched possess the following qualities:
* Regeneration at the rate of one Life Point per Constitution level per hour.
* Long-Lived. Faerie-Touched age at a slower rate than normal humans, living approximately twice as long, and looking youthful for much of their lives.
* Faerie-Touched may purchase one Special Faerie Power at normal cost, and a second Special Faerie Power at two times the normal cost. Further Faerie Powers may not be purchased.
Sidhe
17-point Supernatural Quality
The Sidhe are the nobility amongst faeriekind. They are tall, lithe, and inhumanly beautiful. Most have long, flowing blonde or red hair; some have even been seen with white tresses. The Sidhe seems to be natural and supernatural at the same time, a being of perfection. They are also supremely arrogant, believing that they stand above all others, human and faerie alike. Even so, the simplest of technologies baffle and confuse them. Even the crossbow is decades ahead of their understanding and most never pick up a firearm, let alone arm themselves with one. A Sidhe in human society must contend with scores of admirers. Many adopt human, or "dull," guises for themselves using Seemings.
Sidhe possess all the common powers and vulnerabilities but also possess their own additional powers as detailed later in this section.
Origin
In the Beginning, you had the Sephyr as the agents of the Creator and the Natura who were born at the moment of Creation. The Sephyr devolved or evolved (depending on your perspective) into the Archangels and Gods. The Natura equivalent to these beings were the High Sidhe, Natura who patterned themselves after humans (Oberon, Titania, folks like that). Other Natura patterned themselves after animals, the elements and other natural features of the world. Collectively, these beings are the Faeries.
The Faeries ruled their own kingdoms such as Avalon and Tir Na Nog in the ancient times of the Elder Kingdoms. Like the other kingdoms of the time, they too were destroyed by the flood. The survivors fled into the wild places, until humanity began the slow yet determined destruction of forests, marshes, jungles and all other wild places. Many faerie races perished as their natural habitats were destroyed, outnumbered by humans, the survivors fled to Yesod. There they split into two courts and formed their own society from the ruins of their ancient world.
The native faeries of Yesod are known by many names; amongst them are the Sidhe, the little people, the Good Folk, and the Tuatha dé Danann. These faeries do not resemble the romanticised courts of Shakespeare or the ætheric semi-gods of Early Victorian art (although truth resides in both) as much as those described in the tales of the Brothers Grimm. Their beauty is both breathtaking and at times horrifying. Illusion and trickery are integral to faerie life and existence. One would do well to remember that the legends concerning them are many and ofttimes contradictory, especially across cultures.
Most Faeries hold very little interest in the human world and therefore contact between the two has almost entirely faded from memory. Every now and then a Faerie will come to our world out of curiosity, or being banished for some crime against the courts. Many of these Faeries find it very hard adapting to our world which is so cold, sterile and lifeless compared to Yesod.
Yesod
The Sphere of the Moon is home to the Sylvan and Fey races, creatures descended from the Naturas born during creation. The Norse called it Alfheim, the land of the Elves. Some believe Yesod an idealised reflection of Earth, created by the faeries to mimic the world they claim was once theirs. True or not, it is clear that the lands are bound inextricably.
Passage between Earth and Yesod is possible, although unpredictable. Places of convergence are ofttimes found at locations such as standing stones, faerie rings, streams, green mounds, and perchance even barrows or temples that were built upon earlier such sites.
Yesod is divided into two distinct regions that provide balance. One enjoys perpetual spring and summer; the other suffers through unending fall and winter. Although both lands are quite similar to Earth, everything is exaggerated. In the fair lands, the Good Folk need for nothing; everything is provided by the land (and each other). The flora and fauna grow strong and vigorous; colours are more vivid; tastes are better and more refreshing (indeed, anything that gives pleasure does so in greater quantity and intensity). Furthermore, the plants and animals are intelligent and ofttimes speak.
In the dark lands, of course, the opposite holds true. The land is harsh and unforgiving, and a chill wind constantly blows. All is overcast and foreboding, as if the light itself were reluctant to shine. Storms strike frequently, and violently. Plant life is stunted and scarce; if something flourishes in the gloom it is surely to be avoided. Animals are either malformed and weak, or volatile and extremely dangerous. Faeries who make the dark lands their home are surely something less than friendly.
Yesod also has a Dragon Realm, dragons being Natura who patterned themselves after dinosaurs in the same way that the Sephyr patterned themselves after humans to become Gods and Angels. Dragons are immensely powerful and both respected and feared by the Faeries.
Faerie Portals
The most traditional means to pass to Yesod is through a faerie ring or mound. Faerie rings usually appear as a circle of toadstools in some wild or natural location. Anyone walking into the circle finds himself in Avalon, mayhap in Unseelie lands. From the faerie side, the portal might be a circle of trees or bushes, a hazy portal through which one could see the mundane world, or again, a circle of toadstools.
Faerie mounds generally lead directly into underground areas or the dwellings of dark faeries. Travel via a mound usually requires one to ascend to the summit; from there the traveller sometimes must go to sleep. In addition the gifted can access Yesod through any of the normal means it takes to travel to the Overworlds, through invocations, gateways etc.
Lives of the Faeries
Faeries live to be thousands of years old. Thus, they develop rather peculiar tastes and habits to stave off the inevitable boredom that near-immortality promises. These tendencies are generally a product of their environment.
Faeries who live in the fair lands are ofttimes lazy and hedonistic. They tend to be mischievous, although rarely in a dangerous way. They obsess over the tiniest details, looking deeply to find something interesting.
The faeries of dark Yesod also seek diversion, but doing so usually involves a degree of spite, malice, or cruelty that is lacking in their softer kindred. To them, our world is nothing but a pale reflection of their own where nothing seems real, substantial, or satisfying. This, in turn, encourages them to meddle and play tricks on humanity.
Beyond the general environment, a faerie’s proclivities stem partially from which royal court it holds allegiance to—Seelie or Unseelie. Keep in mind, however, that regardless of origin, all faeries have the capacity to be dangerous. Whether their diversions are kind or cruel, they are always enthusiastic, and in the end, this passion may occasion a great deal of harm.
The Seelie Court
The faeries of the Seelie Court are the most familiar. They come in a variety of sizes from small to human-sized, although the nobles tend more to the latter. The Seelie are inclined to be cheerful, with a good sense of humour, although tempered by a hardness born of the struggle against the Unseelie. They are slender of build and have pointed ears. Their skin ranges in tone from fair to brown. In all, they are charismatic, graceful, and appealing.
Although ofttimes compassionate to humans, these faerie are still mischievous and their honour is not quite the same as the human variety. They are sensitive that proper respect being shown to them, demand politeness, and deplore rudeness. If a Seelie’s word is given, it shall never be broken even unto death, for doing so is an unpardonable offence. They tend to live up to the spirit of their agreements (although out of fancy or mischief they might decide else wise) unless they have been insulted.
Good faeries can be capricious, and appear aloof and distant, as over-familiarity with humans is generally considered in poor taste. The Seelie usually find humans uncouth, ugly, and clumsy, and are singularly unimpressed with what they see as human urgency. Still, humans do fascinate the Seelie Court at times, and those with a fine sense of humour or artistic bent are valued above others.
The Seelie Court is presided over by King Oberon and Queen Titania who rule sternly but fairly—those who cross the Court are treated with contempt, sometimes violently. Lords and Ladies of great age and power form the higher nobility along with the leaders of smaller Seelie troops. These nobles may also call themselves kings and queens. Beneath them are master artisans, followed by the lesser nobility that make up the bulk of the Seelie Court. Most of the latter have no title but still must be treated with respect and deference by humans. Disgraced members, hostile races, exiles, and various outsiders are considered to have no standing, and come last in the Court hierarchy. This includes the Unseelie, who are scorned and disdained for their evil and destructive ways.
Of late, many Seelie have become interested in human events and have taken to observing and reporting what has been occurring in Earth. Some even feel that action should be taken to aid the humans against the malevolent predators that hunt them, lest these same creatures strike the Court next, or worse, Yesod itself.
The Unseelie Court
The Unseelie are to the Seelie as night is to day, winter is to summer, and destruction is to creation. The Unseelie Court harbours mostly evil intent toward humankind, which is seen as a threat to the faerie lands, albeit a fascinating one. Unseelie enjoy playing dangerous pranks on humans or taking them captive and subjecting them to mental and physical torture. Likewise, they may occasionally ally themselves with powerful humans who have proven their mettle. Rarely, a human may earn the respect of the Unseelie. In such instances, the faerie do everything possible to convert the human to the Unseelie perspective—something quite possibly worse than enmity.
Like the Seelie, the Unseelie tend to be distant, arrogant, and sticklers for politeness and respect. If they feel they have been slighted, they never forget; no matter how long it takes, they shall punish the offender (usually violently). Like many faeries, they are bound by their word, but make every effort to twist the intent of their oaths without quite breaking them.
The Unseelie Court is also known as the Unholy Court or by some simply as "the horde to avoid attracting their attention. The horde can be seen roaming the night winds, spreading sickness and blight or abducting those unfortunate enough to encounter them. Many of the traditional methods of placating faeries were born of attempts to protect one’s family from the Unseelie. The Court, which allows for little leeway in its dealings, is rigidly ruled by its King and Queen, whose word is law and rarely defied. Titles are generally bestowed based on age and power, although the latter, if it is great, can sometimes be enough.
Unseelie faeries, on the average, have darker hair, pointed ears, a cold grace and charisma, and are thinly built. Those who are not pale range from blue-tinged to dark. They tend to be cruel, temperamental, and violent. Some are grotesque in appearance, solitary by preference, or predatory by nature.
Relations between the Courts
At the risk of monumental understatement, the Seelie and Unseelie Courts do not see the world in the same light. Each constantly jockeys for advantage, seeking to discredit the other. Interactions are ofttimes excessively difficult, slow, and conducted with false civility. Despite the mutual hatred and constant scheming, the two courts manage a shaky balance, for the rulers of both know that war benefits neither. Indeed, when Yesod has been sorely endangered, the courts have set aside their differences, however briefly, to push back the threat. Then again, if the Unseelie are of the opinion that no one is watching, they will attempt anything they deem apt.
Orphans and Exiles
Faeries, on occasion, abandon their children to be raised by humans. Sometimes this is done to protect the child from a threat faced by the parents. Other times, enemies might kidnap the babe and leave it with humans, denying it a true faerie upbringing.
Sometimes a human baby is taken and replaced with a faerie; these are the changelings of legend. Orphaned faeries know little, if anything, of their native history or customs, but do possess some racial attributes and Qualities, as well as an inherent glamour that disguises the truth of their conception. Ofttimes, these children remain ignorant of their own origin until adolescence, when many learn to see through the illusion. Players may find this a happy medium for playing a faerie character with solid ties to the human world.
Faeries and Un-death
Humans can return from death as ghosts, Vampyres, phantasms, or zombies. As creatures intimately linked to the natural world, faeries follow a strong rebirth cycle. When they die, they are reincarnated again.
Furthermore, faerie magic is incompatible with the necromantic forces required to animate the dead. Thus, no stories have been told of faeries becoming ghosts or Vampyres. Although exceptions exist, in general, any effect that would cause a human to become a Vampyre, phantasms, or a ghost cannot affect a faerie.
All Common Faerie share these special abilities and vulnerabilities.
Essence Manipulation and Recovery
Faeries use Essence to activate their Powers. This Essence is recovered at the rate of 1 point per Willpower every minute. Faeries can use as much of their personal Essence as they need, without the limitations normal humans, even those with channeling have.
Rapid Healing
Faeries recover very rapidly from injury. Any Life or Endurance losses are regained at the rate 1 point per Willpower level every turn. If any limb is severed, it regrows when Life Points are fully restored.
Resistances
Faeries need to eat, sleep, and breathe, although their supernatural constitution allows them to do without far longer than normal humans. Narcotic and irritant poisons affect them, but cannot kill them. Corrosive poisons retain their full force. Disease affects them, but cannot kill them, unless the disease is supernatural in origin. In addition, Faeries can harm and be harmed by creatures that normally could not be harmed by physical means, such as ghosts.
Restricted Metaphysical Arts
Besides their own unique powers, Faeries never demonstrate supernatural abilities. Some few Faeries (the Sidhe) can use Invocations but most Faeries can only use magic through the ritual skill.
Faeries have no power over the dead; therefore they can never use necromancy. Neither can Faeries acquire psychic abilities or become Inspired. Such powers are the province of pure humans. In a way, their Fae nature imposes limits on them that do not exist in humans, all whom at least have the potential to work Necromancy and other powers.
Supernatural Attributes
Faeries receive the following physical Attribute bonuses: +1 Strength and +1 Constitution. They may also add +1 to one mental Attribute of their choice. The following formulae determine the Faerie’s Secondary Attributes (Speed uses the normal formula):
Life Points: ((Strength + Constitution) x 3) + 40
Endurance Points: ((Constitution + Strength + Willpower) x 2) + 30
Essence: Sum of Attributes +10
Supernatural Senses
Faeries can sense large concentrations of Essence, and the presence of supernatural beings, and see through all forms of illusion crafted by a non-Faerie by passing a Difficult Perception Test at +2.
Unaging
Faeries do not grow old. Their aging process stops shortly after reaching full adulthood (sometime after their mid-twenties).
Drawbacks
All Faeries possess the following drawbacks:
Vulnerability (Minor — Iron): Faeries take double damage from cold-forged iron weapons.
Mental Problem (Mild Faerie Arrogance): This prejudice affects all they do; Faeries considers themselves better than others, and would rather deal with a hostile faerie than a like-minded human.
Few beings encompass beauty, magic, and otherworldliness quite like the Sidhe, who appear to be something out of a Henry Fuseli painting, beautiful and terrible to behold at the same time. Known as the Tuatha dé Danann in Ireland, they are every bit the stereotype of a Norse elf—tall and graceful, with skin the colour of cream and hair of sunlight blond, ash-grey, red, and gold. They seem to embody nature itself, rather than simply living in harmony with it.
They frequently engage in games of power and status with one another. The magical, martial, verbal and fashion contests of the Sidhe have very real consequences for those involved. The status and power of those involved in these "games" depend on their outcome.
In theory, all other faeries must pay them homage and respect. Trooping faeries certainly do, even the "evil" ones, but solitaries ofttimes find them intolerably aloof. Although Sidhe have an easy time visually passing for human through use of a Seeming, their extreme arrogance renders them nearly incapable of acting human.
The Sidhe are much more powerful than other Faeries and possess the following:
Essence Recover and Rapid Healing
Sidhe are much more powerful than common Faeries. Their essence recovers at twice the rate of a lesser Faerie, 2 points per Willpower every minute and also heal much faster at 2 points per Willpower level every turn. If any limb is severed, it regrows when Life Points are fully restored.
Rapid Healing
Faeries recover very rapidly from injury. Any Life or Endurance losses are regained at the rate 1 point per Willpower level every turn. If any limb is severed, it regrows when Life Points are fully restored.
Resistances
Faeries need to eat, sleep, and breathe, although their supernatural constitution allows them to do without far longer than normal humans. Narcotic and irritant poisons affect them, but cannot kill them. Corrosive poisons retain their full force. Disease affects them, but cannot kill them, unless the disease is supernatural in origin. In addition, Faeries can harm and be harmed by creatures that normally could not be harmed by physical means, such as ghosts.
Restricted Metaphysical Arts
Besides their own unique powers, Faeries never demonstrate supernatural abilities. Some few Faeries (the Sidhe) can use Invocations but most Faeries can only use magic through the ritual skill.
Faeries have no power over the dead; therefore they can never use necromancy. Neither can Faeries acquire psychic abilities or become Inspired. Such powers are the province of pure humans. In a way, their Fae nature imposes limits on them that do not exist in humans, all whom at least have the potential to work Necromancy and other powers.
Supernatural Attributes and Qualities
Faeries receive the following physical Attribute bonuses: +3 Strength and +3 Constitution. They may also add +1 to one mental Attribute of their choice. The following formulas determine the Faerie’s Secondary Attributes (Speed uses the normal formula):
Life Points: ((Strength + Constitution) x 5) + 40
Endurance Points: ((Constitution + Strength + Willpower) x 3) + 30
Essence Pool: Sum of Attributes +20
In addition, all Sidhe gain two levels of the Attractiveness Quality (p. 68 of Armageddon) for free and all of them possess the following powers as standard: Seeming and Glamour.
Drawbacks
All Sidhe possess the following drawbacks in addition to those of lesser Faeries:
Mental Problem (Deranged Faerie Arrogance): One level higher than Common Faeries.
Obligation (Total — Faerie Court): The Sidhe have binding loyalties, first and foremost, to the Seelie or Unseelie Courts.
Each Faerie has their own special powers, usually determined by species and personality. Some Powers are known only by the oldest and more powerful Faeries, some are quite common, while others are simply rare. During character creation, players may buy these Powers, using Metaphysics Points.
Air Magic
10-point Power
Allows the casting of the Elemental Air spell, with an effective Invocation level equal to the character’s Willpower level, and an Essence Channelling level equal to the character’s Willpower plus three.
Animal Communication
2-point Power
The character is able to communicate telepathically with rats, bats, and wolves. This communication does not permit control (Influence rolls may be used however), but does mean the supernatural may gather information from the animals. Use of this communication power requires an expenditure of an essence point for every five minutes. Information learned is revealed in only the simplest of terms—animals are incapable of higher reasoning.
Arcane Knowledge
Variable Power
Prerequisite: Sidhe
The character can learn magic normally. He has an Essence Channelling level equivalent to his Willpower + Glamour Skill. Invocations are purchased normally, and are acquired through mystical revelation, not learned from a teacher. The cost of this power is six points, plus the cost of the Invocations.
Blink
1-point per level Power
Certain Faeries are able to translocate to any location with which they are familiar. The distance traversed depends on the level of this Quality.
At the first level they can travel 100 feet, than 0.5 miles, than 2 miles, than 100 miles, 500 miles, 1,000 miles, 5,000 miles and at level 8 they can travel anywhere on the planet.
Blinking 100 feet costs 1 essence point, and you double it each level up i.e. to travel 0.5 miles you use 2 essence points, to travel 2 miles it costs four points etc.
Calling
5-point Power
The faerie is able to mystically call his personal arms, armor, and various tools to him. The number of Essence points spent dictates the item: one for a dagger, two for a sword, three for a shield or helm, and four for a suit of armor. More than one object may be summoned at one time, but the combined number of necessary Essence points must be spent. Calling takes one Turn to accomplish.
Purchasing this Quality also allows the faerie to possess one weapon and a suit of armor of faerie metal. The weapon possesses a +1 bonus to attack and adds two points to its damage. The armor is AV 10 and is effective against both physical and magical attacks.
Cloak of Beasts
4-point Power
The faerie is able to take the form of a normal creature such as a cat, dog, mouse, wolf, hawk, fish, frog, or the like. The character gains the Strength and Dexterity Attributes of the new form, but all others remain the same. He can also use the animal’s natural weapons (fangs or claws), and fly or breathe under water.
The larger the animal, the more costly the transformation. Transforming into a small animal like a bird or a rat costs 2 Essence points per hour. A large creature like a wolf or dog costs 5 Essence points per hour. Very large animals (like horses, tigers and any animal that masses more than a human) cost 10 Essence points per hour.
To return to natural form requires a single Essence pint to be spent.
Dominion
8-point Power
Prerequisite: Sidhe
This is the power to control the minds of mortals, and, for the most powerful Sidhe, of other supernatural beings as well. Each use of this power allows the character to issue a one-phrase command to one being. The Essence cost is equal to two points per Willpower for a mundane, or four points per Willpower level for Gifted and supernatural characters. The victim resists with a Simple Willpower Test; Gifted and Supernatural characters can replace the Test with any appropriate Task for that purpose. Like the Mindrule Power, this ability is more easily resisted when the orders are clearly something the victim does not wish to do. The Task or Test against such commands gains a bonus ranging from +3 to +7.
Earth Magic
10-point Power
Allows the casting of the Elemental Earth spell, with an effective Invocation level equal to the character’s Willpower, and an Essence Channelling level equal to the character’s Willpower plus three.
Elfin Soul Flame
5-point Power
The faerie can cause his hands to glow with an eldritch flame of yellow (Seelie) or light blue (Unseelie) to be used in three separate fashions. No two Elfin Soul Flame effects may be combined at one time. Manifesting the flame requires 5 Essence points spent.
First, the faerie may illuminate an area up to six feet per 5 Essence points spent in radius with a non-heat producing fire. The light lasts five minutes per 5 Essence points.
Alternatively, the faerie can project a bolt of coloured fire from his hands up to 50 feet; the target may avoid it with a dodge manoeuvre. If it strikes, the fire decreases two of the target’s Attributes by one point, or one by two points (faerie’s choice on degree and Attribute affected). To simplify matters, treat each point of Strength decrease as a –2 penalty to damage totals and each point of Constitution decrease as –4 Life Points.
Other Attribute decreases simply apply resultant penalties to rolls based on that Attribute. This damage lasts for one hour, and although it cannot kill an opponent, it renders him incapable of movement (Strength or Dexterity 0) or unconscious (zero in other Attributes). Each usage of this power allows one bolt.
Finally, the wielder can allow the flame to slip around a wielded melee weapon. In that case, the Attribute decrease detailed above supplements the weapons normal damage, but only one Attribute is lowered by one point (again faerie’s choice). Once triggered, the flames last two Turns before dissipating.
Emotion
Variable Power
The Faerie can inspire emotions in those around him. Typical emotions include courage, fear, lust, and rage. Although the feelings are always the same, a victim’s reactions may vary. Scared people may run away, or may start shooting wildly, for example.
Activating this power costs five Essence Points. The effect lasts for one Turn per Success Level in the Task. The base range of this power is one yard (meter) per Willpower Level. Mundane characters feel the emotion in question unless they pass a Difficult Willpower Test at a -2 penalty. Gifted and Supernatural characters resist with a Simple Willpower Test.
This Power costs five character points per emotion affected. Typically, only one emotion is picked, the one linked most closely with the character’s species (e.g., fear for Sluagh, lust for Leanan Sidhe). For additional range, one character point increases the range by five yards (meters).
Faerie Compulsion
2-point Drawback
The faerie in question is obsessed with some action. This may be the need to repair all shoes in bad condition, prepare better meals, tidy up living quarters, mend clothes, polish all metal, or some such. Any time the faerie sees his obsession, he must make a Willpower (doubled) roll or immediately go about fixing the situation (as always, the Chronicler may apply situational modifiers as he sees fit). Even if the faerie succeeds, he must return the next night and attempt to rectify the situation. The Chronicler and player should discuss the obsession beforehand to ensure it is suitable.
Faerie Eye
5-point Power
The faerie may launch a bolt attack from his eyes up to 30 feet away. The attack can be dodged, or reversed by placing a mirror directly in the bolt’s path. The faerie spends 5 Essence points. The effect passes through non-magical armor and causes (Willpower x 6) damage, lowers one physical Attribute by one (faerie’s choice), and the target suffers a –1 to all metaphysics checks. The last two effects last one hour.
Faerie Veil
4-point Power
This is a blending with the environment akin to limited invisibility. The faerie is unnoticeable even to supernatural senses as long as he does not move. If he moves, Supernatural Senses divulges that something using faerie magic is present, but not exactly what or where. Normal vision detects something "unnatural" if a Perception (not doubled) roll is made. If the faerie takes a violent action, such as attacking, the veil falls and he is revealed. It takes a full Turn, using 5 Essence points, to trigger this ability.
Fire Magic
10-point Power
Allows the casting of the Elemental Fire spell, with an effective Invocation level equal to the character’s Willpower level, and an Essence Channelling level equal to the character’s Willpower plus three.
Flight
2- or 5-point Power
This supernatural can fly either via innate magic or a set of faerie wings. This Quality comes in two fashions. No Essence need be spent as this is an innate ability, whether or not they have wings.
Simple: The character is able to fly as well as a similar-sized human can run. Level flight may be supplemented by climbing, diving, and simple turns. This costs two points.
Advanced: The character is able to fly three times as fast as he can run. He is also completely weightless in flight, and capable of aerobatics. This cost five points.
Gáe Sidhe
3-point Power
Using Gáe Sidhe or "elf arrow," the faerie enchants a piercing missile or sling bullet with a mystical toxin. This requires an expenditure of 3 Essence points, with more used when affecting an additional missile. The enchantment lasts as long as the items are held by the faerie. This ability may not enhance any weapon that is designed to be used in melee.
If the faerie strikes a target with the envenomed missile (using a normal attack roll), all Life Point damage inflicted heals at one half the normal rate (including supernatural regeneration). In addition, the target’s metaphysics suffers a –1 penalty for the next 24 hours. Multiple shots at the same target increase the penalty by –1 each. The poisoning lasts 5 minutes from the time of the latest injury.
Glamour
5-point Power
Glamour is the most famous and well known power of Faeries. It allows them to create an illusion around themselves. This illusion feels as solid as the real thing, and can transform the person’s size, gender and appearance. The illusion’s movements will follow the subject’s perfectly. This effect costs 5 Essence points and maintained under normal circumstances. Under duress (combat situations, loss of more than half of Life Points, failed Fear Test, and so on), the creature must spend an additional 5 Essence points in order to maintain the glamour.
This illusions can also allow them to alter their appearance from hideously ugly (Attractiveness –5) to unearthly beautiful (Attractiveness +5). This costs an additional 2 essence points per level of attractiveness on top of the base 5 essence points.
The glamour cannot abide contact with iron; once touched with it, it dissipates.
Grand Glamour
3-point Power
Prerequisite: True Glamour
This is the strongest of Glamours; it effectively creates something from nothing. It could also be considered a temporary conjuration (although not in the faerie’s mind) for the items are not entirely real. Still, the ability can be used to create a solid object that the faerie understands or has studied. The item can be previously memorised or reproduced whilst a sample is present. Blades so created cut individuals or vines or ropes; muskets fire and damage targets (assuming the faerie understood how firearms worked). If the Faerie creates something he believes he understands, but really does not, the object fails to function properly.
The faerie spends 6 Essence points to use this power, which takes one Turn per 10 pounds of the object. Generally, nothing heavier than 10 pounds per 6 Essence points can be created, nor anything bigger than one cubic foot per 6 Essence points, but two or more faeries may work together to create larger objects. Objects appear within 10 feet of the creator and last five minutes per 6 Essence points spent.
Invisible
10- or 20-point Power
Some Faeries cannot be seen through normal means, although they might still be heard and some with supernatural senses may detect them. Anyone attacking an invisible opponent suffers a –6 penalty.
If the creature’s invisibility can be turned on and off at will, this Quality costs 20 points. If the invisibility drops for at least one Turn when the character attracts attention to himself (for instance, by attacking another), the cost is reduced to ten points. At the lower cost, any damage to the invisible character renders them visible for at least one Turn. It costs 10 Essence points to become invisible for ten minutes, twenty minutes if they take the 20 point quality.
Mending
3-point Power
Some faeries are able to convince broken, torn, or disrupted materials to join back together into their original forms. This power might heal wounds (not cure disease or neutralize poison) or repair objects and tools. For every 5 Essence points spent, three Life Points are healed or five pounds of broken materials are reformed to be indistinguishable from their original shape. Small amounts of the original object can be missing (less than an eighth), but limbs cannot be regrown (although severed ones could be rejoined).
Nurture Growth
3-point Power
The Faerie can accelerate the growth of any plant, even in places where a plant should be unable to survive, let alone thrive. A seed can be turned into a full-fledged plant in a matter of seconds (one Turn). This Aspect Task requires an expenditure of Essence based on the size of the plant in question. A dozen blades of grass or a small flower costs one Essence, a foot-tall plant costs two Essence, a shrub or small tree costs four Essence, a medium-sized tree costs eight Essence, and a large tree costs 15 Essence. Giant trees like sequoias or baobabs cost 30 Essence Points to force-grow. Growing trees can tear through concrete and cement.
Reduced Size
2-, 4-, or 6-point Power
Although some humans are tiny (Tom Thumb was born in 1838 and grew to be only 25 inches tall), these faeries are remarkably small. In all cases, the reduced height is due to supernatural heritage and does not impose any associated health problems. Reductions in Strength cannot bring the Attribute below zero, and apply before calculating Life Points.
Small: A small faerie is less than four feet tall and half normal weight. Strength is decreased by two. Abnormally small faeries gain a +1 to all dodge maneuvers.
Diminutive: A diminutive supernatural is at most two feet tall. Weight is one-third the norm. Strength drops by three points, and a +3 modifier is applied to all dodge maneuvers.
Tiny: An tiny faerie is smaller than one foot and not even remotely human-looking. Weight is one-fourth to one-eighth the norm. Strength is reduced by five, and a +5 modifier is added to all dodge maneuvers.
This is a permanent aspect of the character's appearance and uses no Essence.
Scale Walls
2-point Power
By the means of this ability, one can scale a vertical wall as easily as one can walk on a horizontal surface. Whether accomplished in a spider-like fashion or as if walking normally, any direction— up, down, sideways—may be traversed.
This Power does render the supernatural immune to the effects of gravity. Scaling a wall upside down might still lead to items tumbling from one’s pockets
Seeming
1-point Power
An innate magic common to most Seelie and Unseelie Court faeries disguises their supernatural nature whilst in the human lands. Their ears are not pointed, their eyes are smaller, and their skin flesh coloured. This is a subconscious ability that even changeling or orphan faerie-born babies adopt when not in the faerie realms. The form assumes is similar to the faerie’s own, usually of appropriate attractiveness, or lack thereof. It may be varied to appear slightly different (variances of up to 15 pounds and three inches are possible and clothing may be changed), although gender may not be changed. In effect, this is a weaker form of Glamour. No roll is required to adopt or release this power. Seeming costs nothing to maintain but can be broken at will or through contact with cold forged iron, if the faerie has the drawback Vulnerability (Iron). Characters and creatures with Supernatural Senses (Gifted or otherwise) can see through a seeming with no roll or effort.
Swimmer
4-point Power
The character can breathe underwater and swim, using his ground Speed. This power costs three Essence Points per minute, which cannot be regained until the character deactivates the power.
Táinte
3-point Power
Táinte ("Tan-cha") means good luck or good fortune. Once per target per day, the faerie may grant one point of Good or Bad Luck (see p. 23) per each level of Essence Channeling. Good Luck must be used within 24 hours or it dissipates. Bad Luck is resisted using Willpower (not doubled) the target’s Success Levels are deducted from the faeries (to a minimum of zero). The faerie must concentrate for one minute to manifest this power and may not grant both Good Luck and Bad Luck to the same target in the same day
Chroniclers may wish to restrict the use of Táinte to certain times of day—dawn and dusk (neither being fully day or fully night) is a common choice. They may also wish to allow Táinte in combat situations by lowering the manifesting time to one Turn.
Touch of Beauty
2-point Power
Prerequisite: Glamour
The character can temporarily increase a person’s Attractiveness and Charisma. The effect is illusory, and lasts one hour per Success Level in the Task. The Essence cost is twice the level of the temporary bonus to Attractiveness or Charisma (choose one, or divide the bonus among the two).
Transcendent Music
2-Point Power
Prerequisite: Emotion (Any Emotion)
You can play an instrument with a level of skill and subtlety that you can almost make rocks cry and sooth the hearts of the darkest of people.
By spending 5 points of essence per person, you may use your instrument of choice to enchant people with your music in different ways. This works similar to your Emotion Power but you may choose an additional emotion on top of those from your Emotion Power that you may choose from and gain a +2 on the roll.
Otherwise this power works just like your emotion power.
Travel Through Earth
5-point Power
The character can move through earth like a fish swimming through water. Even stone and metal can be traversed, although at great cost. Using this power requires a Willpower Task every Turn. Movement is relatively slow—divide the character’s Speed by five (rounded down). This is the number of yards (meters) travelled per Turn. Most walls are thin enough to traverse in one Turn. Moving through earth and soil costs 10 Essence Points per Turn; stone or concrete costs 20 Essence Points per Turn; metal costs 40 Essence Points per Turn.
The character does not physically tunnel through the material. When he emerges, no holes or damage appear. If the character fails the Task while travelling through a solid, he becomes trapped in the material, and loses an additional D10 x 2(10) Essence Points. He can attempt to resume moving through earth, but Tasks incur a -2 penalty.
Tree Shape
10-point Power
Prerequisite: Nature Growth
This power allows the character to become a living plant entity, with enhanced strength, resistance to damage, and healing abilities. Activating this power costs 15 Essence Points and lasts one minute per Success Level. While the power is active, the character grows to twice his normal size, and his body is covered with bark, small branches, and leaves. Any clothing, armor, or equipment on the character is absorbed and seems to disappear. While in this form, the character has +6 to Strength, +100 Life Points, and an Armor Value equal to Constitution x 5. The transformed character takes double damage from fire or heat, however, and if he suffers more than 20 points of flame damage (after subtracting armor) he catches on fire and take D8 x 2(8) points of fire damage every Turn.
True Glamour
2-point Power
Prerequisite: Glamour
This stronger Glamour disguises objects, buildings, or landscapes. The images are not real, but do have substance and do not disappear when touched. If damaged, the vision reacts like a weak version of the normal object. The phantasmagoria can include movement within a landscape, as well as sounds and scents, but it cannot cause damage.
A True Glamour can create a wooden door that would splinter if bashed upon. One certainly could cross a stream using a True Glamour bridge.
Even so, the illusory objects are not real and are relatively brittle and insubstantial. Twenty points of damage smashes most True Glamour objects. None weigh more than the creator’s Willpower x 10 pounds or are bigger than Essence Pool x 10 cubic feet.
The illusions take one Turn per 10 cubic foot area to create and last five minutes per 10 Essence points spent.
Water Magic
10-point Power
Allows the casting of the Elemental Water spell, with an effective Invocation level equal to the character’s Primal Skill level, and an Essence Channelling level equal to the character’s Willpower plus three.
Water Incarnate
8-point Power
The character can transform himself into an elemental being of water. While in this shape, physical attacks causes half damage, and the character can swim as per the Swimmer power, at no additional cost. The character can hurl high pressure streams of water towards targets, inflicting D4 x (Strength +1) points of damage, with an effective range of 3/10/20/60/120. If submerged, the character is virtually invisible (attempts to spot him visually have a -6 penalty as long as the character is not swimming or moving, and a -3 penalty when doing so).
Wilderness Speech
3-point Power
This faerie is able to speak to animals and plants in the human world. The intelligence of the living thing spoken with does not increase. Plants speak in impressions and feelings more than words; animals have only limited awareness. Roll Intelligence + Occultism +3. Each Success Level grants one Turn of communication.
The Fey
All Faerie characters use the Lesser Supernatural Character Type.
Faerie
10-point Supernatural Quality
A Faerie is one of the elder races that once lived amongst humanity. There are many different types of Faeries, each with their own appearance and powers. This quality represents all of the "lesser" Faeries. Some of these beings have dwelt all their lives in the Otherworlds, and have little experience with our world. Others have lived among humans for decades if not centuries, and are as sophisticated as the most devious Qliphonim. Faeries gain Language (Fae) 5 as well as their normal native language (if they were raised in a human culture), at no extra cost.
Faerie-Touched
7-point Supernatural Quality
Humans with mixed blood or long-term exposure to faerie magic possess this Quality. Their father or mother was of the Good Folk, or mayhap he spent time in the faerie lands, either as a guest of the Seelie Court or a captive of the Unseelie Court. This Quality must be purchased at character creation, and grants several special features to characters. First, all Faerie-Touched are considered Gifted and do not need to purchase the Gift Quality (when creating a Gifted character, Faerie Quality may be purchased instead of the Gift and satisfies that requirement.) Faerie-Touched may purchase Invocations and the Sight but other metaphysics are beyond them. In addition, all Faerie Touched possess the following qualities:
* Regeneration at the rate of one Life Point per Constitution level per hour.
* Long-Lived. Faerie-Touched age at a slower rate than normal humans, living approximately twice as long, and looking youthful for much of their lives.
* Faerie-Touched may purchase one Special Faerie Power at normal cost, and a second Special Faerie Power at two times the normal cost. Further Faerie Powers may not be purchased.
Sidhe
17-point Supernatural Quality
The Sidhe are the nobility amongst faeriekind. They are tall, lithe, and inhumanly beautiful. Most have long, flowing blonde or red hair; some have even been seen with white tresses. The Sidhe seems to be natural and supernatural at the same time, a being of perfection. They are also supremely arrogant, believing that they stand above all others, human and faerie alike. Even so, the simplest of technologies baffle and confuse them. Even the crossbow is decades ahead of their understanding and most never pick up a firearm, let alone arm themselves with one. A Sidhe in human society must contend with scores of admirers. Many adopt human, or "dull," guises for themselves using Seemings.
Sidhe possess all the common powers and vulnerabilities but also possess their own additional powers as detailed later in this section.
[ +- ] Background
Origin
In the Beginning, you had the Sephyr as the agents of the Creator and the Natura who were born at the moment of Creation. The Sephyr devolved or evolved (depending on your perspective) into the Archangels and Gods. The Natura equivalent to these beings were the High Sidhe, Natura who patterned themselves after humans (Oberon, Titania, folks like that). Other Natura patterned themselves after animals, the elements and other natural features of the world. Collectively, these beings are the Faeries.
The Faeries ruled their own kingdoms such as Avalon and Tir Na Nog in the ancient times of the Elder Kingdoms. Like the other kingdoms of the time, they too were destroyed by the flood. The survivors fled into the wild places, until humanity began the slow yet determined destruction of forests, marshes, jungles and all other wild places. Many faerie races perished as their natural habitats were destroyed, outnumbered by humans, the survivors fled to Yesod. There they split into two courts and formed their own society from the ruins of their ancient world.
The native faeries of Yesod are known by many names; amongst them are the Sidhe, the little people, the Good Folk, and the Tuatha dé Danann. These faeries do not resemble the romanticised courts of Shakespeare or the ætheric semi-gods of Early Victorian art (although truth resides in both) as much as those described in the tales of the Brothers Grimm. Their beauty is both breathtaking and at times horrifying. Illusion and trickery are integral to faerie life and existence. One would do well to remember that the legends concerning them are many and ofttimes contradictory, especially across cultures.
Most Faeries hold very little interest in the human world and therefore contact between the two has almost entirely faded from memory. Every now and then a Faerie will come to our world out of curiosity, or being banished for some crime against the courts. Many of these Faeries find it very hard adapting to our world which is so cold, sterile and lifeless compared to Yesod.
Yesod
The Sphere of the Moon is home to the Sylvan and Fey races, creatures descended from the Naturas born during creation. The Norse called it Alfheim, the land of the Elves. Some believe Yesod an idealised reflection of Earth, created by the faeries to mimic the world they claim was once theirs. True or not, it is clear that the lands are bound inextricably.
Passage between Earth and Yesod is possible, although unpredictable. Places of convergence are ofttimes found at locations such as standing stones, faerie rings, streams, green mounds, and perchance even barrows or temples that were built upon earlier such sites.
Yesod is divided into two distinct regions that provide balance. One enjoys perpetual spring and summer; the other suffers through unending fall and winter. Although both lands are quite similar to Earth, everything is exaggerated. In the fair lands, the Good Folk need for nothing; everything is provided by the land (and each other). The flora and fauna grow strong and vigorous; colours are more vivid; tastes are better and more refreshing (indeed, anything that gives pleasure does so in greater quantity and intensity). Furthermore, the plants and animals are intelligent and ofttimes speak.
In the dark lands, of course, the opposite holds true. The land is harsh and unforgiving, and a chill wind constantly blows. All is overcast and foreboding, as if the light itself were reluctant to shine. Storms strike frequently, and violently. Plant life is stunted and scarce; if something flourishes in the gloom it is surely to be avoided. Animals are either malformed and weak, or volatile and extremely dangerous. Faeries who make the dark lands their home are surely something less than friendly.
Yesod also has a Dragon Realm, dragons being Natura who patterned themselves after dinosaurs in the same way that the Sephyr patterned themselves after humans to become Gods and Angels. Dragons are immensely powerful and both respected and feared by the Faeries.
Faerie Portals
The most traditional means to pass to Yesod is through a faerie ring or mound. Faerie rings usually appear as a circle of toadstools in some wild or natural location. Anyone walking into the circle finds himself in Avalon, mayhap in Unseelie lands. From the faerie side, the portal might be a circle of trees or bushes, a hazy portal through which one could see the mundane world, or again, a circle of toadstools.
Faerie mounds generally lead directly into underground areas or the dwellings of dark faeries. Travel via a mound usually requires one to ascend to the summit; from there the traveller sometimes must go to sleep. In addition the gifted can access Yesod through any of the normal means it takes to travel to the Overworlds, through invocations, gateways etc.
Lives of the Faeries
Faeries live to be thousands of years old. Thus, they develop rather peculiar tastes and habits to stave off the inevitable boredom that near-immortality promises. These tendencies are generally a product of their environment.
Faeries who live in the fair lands are ofttimes lazy and hedonistic. They tend to be mischievous, although rarely in a dangerous way. They obsess over the tiniest details, looking deeply to find something interesting.
The faeries of dark Yesod also seek diversion, but doing so usually involves a degree of spite, malice, or cruelty that is lacking in their softer kindred. To them, our world is nothing but a pale reflection of their own where nothing seems real, substantial, or satisfying. This, in turn, encourages them to meddle and play tricks on humanity.
Beyond the general environment, a faerie’s proclivities stem partially from which royal court it holds allegiance to—Seelie or Unseelie. Keep in mind, however, that regardless of origin, all faeries have the capacity to be dangerous. Whether their diversions are kind or cruel, they are always enthusiastic, and in the end, this passion may occasion a great deal of harm.
The Seelie Court
The faeries of the Seelie Court are the most familiar. They come in a variety of sizes from small to human-sized, although the nobles tend more to the latter. The Seelie are inclined to be cheerful, with a good sense of humour, although tempered by a hardness born of the struggle against the Unseelie. They are slender of build and have pointed ears. Their skin ranges in tone from fair to brown. In all, they are charismatic, graceful, and appealing.
Although ofttimes compassionate to humans, these faerie are still mischievous and their honour is not quite the same as the human variety. They are sensitive that proper respect being shown to them, demand politeness, and deplore rudeness. If a Seelie’s word is given, it shall never be broken even unto death, for doing so is an unpardonable offence. They tend to live up to the spirit of their agreements (although out of fancy or mischief they might decide else wise) unless they have been insulted.
Good faeries can be capricious, and appear aloof and distant, as over-familiarity with humans is generally considered in poor taste. The Seelie usually find humans uncouth, ugly, and clumsy, and are singularly unimpressed with what they see as human urgency. Still, humans do fascinate the Seelie Court at times, and those with a fine sense of humour or artistic bent are valued above others.
The Seelie Court is presided over by King Oberon and Queen Titania who rule sternly but fairly—those who cross the Court are treated with contempt, sometimes violently. Lords and Ladies of great age and power form the higher nobility along with the leaders of smaller Seelie troops. These nobles may also call themselves kings and queens. Beneath them are master artisans, followed by the lesser nobility that make up the bulk of the Seelie Court. Most of the latter have no title but still must be treated with respect and deference by humans. Disgraced members, hostile races, exiles, and various outsiders are considered to have no standing, and come last in the Court hierarchy. This includes the Unseelie, who are scorned and disdained for their evil and destructive ways.
Of late, many Seelie have become interested in human events and have taken to observing and reporting what has been occurring in Earth. Some even feel that action should be taken to aid the humans against the malevolent predators that hunt them, lest these same creatures strike the Court next, or worse, Yesod itself.
The Unseelie Court
The Unseelie are to the Seelie as night is to day, winter is to summer, and destruction is to creation. The Unseelie Court harbours mostly evil intent toward humankind, which is seen as a threat to the faerie lands, albeit a fascinating one. Unseelie enjoy playing dangerous pranks on humans or taking them captive and subjecting them to mental and physical torture. Likewise, they may occasionally ally themselves with powerful humans who have proven their mettle. Rarely, a human may earn the respect of the Unseelie. In such instances, the faerie do everything possible to convert the human to the Unseelie perspective—something quite possibly worse than enmity.
Like the Seelie, the Unseelie tend to be distant, arrogant, and sticklers for politeness and respect. If they feel they have been slighted, they never forget; no matter how long it takes, they shall punish the offender (usually violently). Like many faeries, they are bound by their word, but make every effort to twist the intent of their oaths without quite breaking them.
The Unseelie Court is also known as the Unholy Court or by some simply as "the horde to avoid attracting their attention. The horde can be seen roaming the night winds, spreading sickness and blight or abducting those unfortunate enough to encounter them. Many of the traditional methods of placating faeries were born of attempts to protect one’s family from the Unseelie. The Court, which allows for little leeway in its dealings, is rigidly ruled by its King and Queen, whose word is law and rarely defied. Titles are generally bestowed based on age and power, although the latter, if it is great, can sometimes be enough.
Unseelie faeries, on the average, have darker hair, pointed ears, a cold grace and charisma, and are thinly built. Those who are not pale range from blue-tinged to dark. They tend to be cruel, temperamental, and violent. Some are grotesque in appearance, solitary by preference, or predatory by nature.
Relations between the Courts
At the risk of monumental understatement, the Seelie and Unseelie Courts do not see the world in the same light. Each constantly jockeys for advantage, seeking to discredit the other. Interactions are ofttimes excessively difficult, slow, and conducted with false civility. Despite the mutual hatred and constant scheming, the two courts manage a shaky balance, for the rulers of both know that war benefits neither. Indeed, when Yesod has been sorely endangered, the courts have set aside their differences, however briefly, to push back the threat. Then again, if the Unseelie are of the opinion that no one is watching, they will attempt anything they deem apt.
Orphans and Exiles
Faeries, on occasion, abandon their children to be raised by humans. Sometimes this is done to protect the child from a threat faced by the parents. Other times, enemies might kidnap the babe and leave it with humans, denying it a true faerie upbringing.
Sometimes a human baby is taken and replaced with a faerie; these are the changelings of legend. Orphaned faeries know little, if anything, of their native history or customs, but do possess some racial attributes and Qualities, as well as an inherent glamour that disguises the truth of their conception. Ofttimes, these children remain ignorant of their own origin until adolescence, when many learn to see through the illusion. Players may find this a happy medium for playing a faerie character with solid ties to the human world.
Faeries and Un-death
Humans can return from death as ghosts, Vampyres, phantasms, or zombies. As creatures intimately linked to the natural world, faeries follow a strong rebirth cycle. When they die, they are reincarnated again.
Furthermore, faerie magic is incompatible with the necromantic forces required to animate the dead. Thus, no stories have been told of faeries becoming ghosts or Vampyres. Although exceptions exist, in general, any effect that would cause a human to become a Vampyre, phantasms, or a ghost cannot affect a faerie.
[ +- ] Common Fey Powers & Vulnerabilities
All Common Faerie share these special abilities and vulnerabilities.
Essence Manipulation and Recovery
Faeries use Essence to activate their Powers. This Essence is recovered at the rate of 1 point per Willpower every minute. Faeries can use as much of their personal Essence as they need, without the limitations normal humans, even those with channeling have.
Rapid Healing
Faeries recover very rapidly from injury. Any Life or Endurance losses are regained at the rate 1 point per Willpower level every turn. If any limb is severed, it regrows when Life Points are fully restored.
Resistances
Faeries need to eat, sleep, and breathe, although their supernatural constitution allows them to do without far longer than normal humans. Narcotic and irritant poisons affect them, but cannot kill them. Corrosive poisons retain their full force. Disease affects them, but cannot kill them, unless the disease is supernatural in origin. In addition, Faeries can harm and be harmed by creatures that normally could not be harmed by physical means, such as ghosts.
Restricted Metaphysical Arts
Besides their own unique powers, Faeries never demonstrate supernatural abilities. Some few Faeries (the Sidhe) can use Invocations but most Faeries can only use magic through the ritual skill.
Faeries have no power over the dead; therefore they can never use necromancy. Neither can Faeries acquire psychic abilities or become Inspired. Such powers are the province of pure humans. In a way, their Fae nature imposes limits on them that do not exist in humans, all whom at least have the potential to work Necromancy and other powers.
Supernatural Attributes
Faeries receive the following physical Attribute bonuses: +1 Strength and +1 Constitution. They may also add +1 to one mental Attribute of their choice. The following formulae determine the Faerie’s Secondary Attributes (Speed uses the normal formula):
Life Points: ((Strength + Constitution) x 3) + 40
Endurance Points: ((Constitution + Strength + Willpower) x 2) + 30
Essence: Sum of Attributes +10
Supernatural Senses
Faeries can sense large concentrations of Essence, and the presence of supernatural beings, and see through all forms of illusion crafted by a non-Faerie by passing a Difficult Perception Test at +2.
Unaging
Faeries do not grow old. Their aging process stops shortly after reaching full adulthood (sometime after their mid-twenties).
Drawbacks
All Faeries possess the following drawbacks:
Vulnerability (Minor — Iron): Faeries take double damage from cold-forged iron weapons.
Mental Problem (Mild Faerie Arrogance): This prejudice affects all they do; Faeries considers themselves better than others, and would rather deal with a hostile faerie than a like-minded human.
[ +- ] Common Powers & Vulnerabilities of the Sidhe
Few beings encompass beauty, magic, and otherworldliness quite like the Sidhe, who appear to be something out of a Henry Fuseli painting, beautiful and terrible to behold at the same time. Known as the Tuatha dé Danann in Ireland, they are every bit the stereotype of a Norse elf—tall and graceful, with skin the colour of cream and hair of sunlight blond, ash-grey, red, and gold. They seem to embody nature itself, rather than simply living in harmony with it.
They frequently engage in games of power and status with one another. The magical, martial, verbal and fashion contests of the Sidhe have very real consequences for those involved. The status and power of those involved in these "games" depend on their outcome.
In theory, all other faeries must pay them homage and respect. Trooping faeries certainly do, even the "evil" ones, but solitaries ofttimes find them intolerably aloof. Although Sidhe have an easy time visually passing for human through use of a Seeming, their extreme arrogance renders them nearly incapable of acting human.
The Sidhe are much more powerful than other Faeries and possess the following:
Essence Recover and Rapid Healing
Sidhe are much more powerful than common Faeries. Their essence recovers at twice the rate of a lesser Faerie, 2 points per Willpower every minute and also heal much faster at 2 points per Willpower level every turn. If any limb is severed, it regrows when Life Points are fully restored.
Rapid Healing
Faeries recover very rapidly from injury. Any Life or Endurance losses are regained at the rate 1 point per Willpower level every turn. If any limb is severed, it regrows when Life Points are fully restored.
Resistances
Faeries need to eat, sleep, and breathe, although their supernatural constitution allows them to do without far longer than normal humans. Narcotic and irritant poisons affect them, but cannot kill them. Corrosive poisons retain their full force. Disease affects them, but cannot kill them, unless the disease is supernatural in origin. In addition, Faeries can harm and be harmed by creatures that normally could not be harmed by physical means, such as ghosts.
Restricted Metaphysical Arts
Besides their own unique powers, Faeries never demonstrate supernatural abilities. Some few Faeries (the Sidhe) can use Invocations but most Faeries can only use magic through the ritual skill.
Faeries have no power over the dead; therefore they can never use necromancy. Neither can Faeries acquire psychic abilities or become Inspired. Such powers are the province of pure humans. In a way, their Fae nature imposes limits on them that do not exist in humans, all whom at least have the potential to work Necromancy and other powers.
Supernatural Attributes and Qualities
Faeries receive the following physical Attribute bonuses: +3 Strength and +3 Constitution. They may also add +1 to one mental Attribute of their choice. The following formulas determine the Faerie’s Secondary Attributes (Speed uses the normal formula):
Life Points: ((Strength + Constitution) x 5) + 40
Endurance Points: ((Constitution + Strength + Willpower) x 3) + 30
Essence Pool: Sum of Attributes +20
In addition, all Sidhe gain two levels of the Attractiveness Quality (p. 68 of Armageddon) for free and all of them possess the following powers as standard: Seeming and Glamour.
Drawbacks
All Sidhe possess the following drawbacks in addition to those of lesser Faeries:
Mental Problem (Deranged Faerie Arrogance): One level higher than Common Faeries.
Obligation (Total — Faerie Court): The Sidhe have binding loyalties, first and foremost, to the Seelie or Unseelie Courts.
[ +- ] Special Fey Powers and Vulnerabilities
Each Faerie has their own special powers, usually determined by species and personality. Some Powers are known only by the oldest and more powerful Faeries, some are quite common, while others are simply rare. During character creation, players may buy these Powers, using Metaphysics Points.
Air Magic
10-point Power
Allows the casting of the Elemental Air spell, with an effective Invocation level equal to the character’s Willpower level, and an Essence Channelling level equal to the character’s Willpower plus three.
Animal Communication
2-point Power
The character is able to communicate telepathically with rats, bats, and wolves. This communication does not permit control (Influence rolls may be used however), but does mean the supernatural may gather information from the animals. Use of this communication power requires an expenditure of an essence point for every five minutes. Information learned is revealed in only the simplest of terms—animals are incapable of higher reasoning.
Arcane Knowledge
Variable Power
Prerequisite: Sidhe
The character can learn magic normally. He has an Essence Channelling level equivalent to his Willpower + Glamour Skill. Invocations are purchased normally, and are acquired through mystical revelation, not learned from a teacher. The cost of this power is six points, plus the cost of the Invocations.
Blink
1-point per level Power
Certain Faeries are able to translocate to any location with which they are familiar. The distance traversed depends on the level of this Quality.
At the first level they can travel 100 feet, than 0.5 miles, than 2 miles, than 100 miles, 500 miles, 1,000 miles, 5,000 miles and at level 8 they can travel anywhere on the planet.
Blinking 100 feet costs 1 essence point, and you double it each level up i.e. to travel 0.5 miles you use 2 essence points, to travel 2 miles it costs four points etc.
Calling
5-point Power
The faerie is able to mystically call his personal arms, armor, and various tools to him. The number of Essence points spent dictates the item: one for a dagger, two for a sword, three for a shield or helm, and four for a suit of armor. More than one object may be summoned at one time, but the combined number of necessary Essence points must be spent. Calling takes one Turn to accomplish.
Purchasing this Quality also allows the faerie to possess one weapon and a suit of armor of faerie metal. The weapon possesses a +1 bonus to attack and adds two points to its damage. The armor is AV 10 and is effective against both physical and magical attacks.
Cloak of Beasts
4-point Power
The faerie is able to take the form of a normal creature such as a cat, dog, mouse, wolf, hawk, fish, frog, or the like. The character gains the Strength and Dexterity Attributes of the new form, but all others remain the same. He can also use the animal’s natural weapons (fangs or claws), and fly or breathe under water.
The larger the animal, the more costly the transformation. Transforming into a small animal like a bird or a rat costs 2 Essence points per hour. A large creature like a wolf or dog costs 5 Essence points per hour. Very large animals (like horses, tigers and any animal that masses more than a human) cost 10 Essence points per hour.
To return to natural form requires a single Essence pint to be spent.
Dominion
8-point Power
Prerequisite: Sidhe
This is the power to control the minds of mortals, and, for the most powerful Sidhe, of other supernatural beings as well. Each use of this power allows the character to issue a one-phrase command to one being. The Essence cost is equal to two points per Willpower for a mundane, or four points per Willpower level for Gifted and supernatural characters. The victim resists with a Simple Willpower Test; Gifted and Supernatural characters can replace the Test with any appropriate Task for that purpose. Like the Mindrule Power, this ability is more easily resisted when the orders are clearly something the victim does not wish to do. The Task or Test against such commands gains a bonus ranging from +3 to +7.
Earth Magic
10-point Power
Allows the casting of the Elemental Earth spell, with an effective Invocation level equal to the character’s Willpower, and an Essence Channelling level equal to the character’s Willpower plus three.
Elfin Soul Flame
5-point Power
The faerie can cause his hands to glow with an eldritch flame of yellow (Seelie) or light blue (Unseelie) to be used in three separate fashions. No two Elfin Soul Flame effects may be combined at one time. Manifesting the flame requires 5 Essence points spent.
First, the faerie may illuminate an area up to six feet per 5 Essence points spent in radius with a non-heat producing fire. The light lasts five minutes per 5 Essence points.
Alternatively, the faerie can project a bolt of coloured fire from his hands up to 50 feet; the target may avoid it with a dodge manoeuvre. If it strikes, the fire decreases two of the target’s Attributes by one point, or one by two points (faerie’s choice on degree and Attribute affected). To simplify matters, treat each point of Strength decrease as a –2 penalty to damage totals and each point of Constitution decrease as –4 Life Points.
Other Attribute decreases simply apply resultant penalties to rolls based on that Attribute. This damage lasts for one hour, and although it cannot kill an opponent, it renders him incapable of movement (Strength or Dexterity 0) or unconscious (zero in other Attributes). Each usage of this power allows one bolt.
Finally, the wielder can allow the flame to slip around a wielded melee weapon. In that case, the Attribute decrease detailed above supplements the weapons normal damage, but only one Attribute is lowered by one point (again faerie’s choice). Once triggered, the flames last two Turns before dissipating.
Emotion
Variable Power
The Faerie can inspire emotions in those around him. Typical emotions include courage, fear, lust, and rage. Although the feelings are always the same, a victim’s reactions may vary. Scared people may run away, or may start shooting wildly, for example.
Activating this power costs five Essence Points. The effect lasts for one Turn per Success Level in the Task. The base range of this power is one yard (meter) per Willpower Level. Mundane characters feel the emotion in question unless they pass a Difficult Willpower Test at a -2 penalty. Gifted and Supernatural characters resist with a Simple Willpower Test.
This Power costs five character points per emotion affected. Typically, only one emotion is picked, the one linked most closely with the character’s species (e.g., fear for Sluagh, lust for Leanan Sidhe). For additional range, one character point increases the range by five yards (meters).
Faerie Compulsion
2-point Drawback
The faerie in question is obsessed with some action. This may be the need to repair all shoes in bad condition, prepare better meals, tidy up living quarters, mend clothes, polish all metal, or some such. Any time the faerie sees his obsession, he must make a Willpower (doubled) roll or immediately go about fixing the situation (as always, the Chronicler may apply situational modifiers as he sees fit). Even if the faerie succeeds, he must return the next night and attempt to rectify the situation. The Chronicler and player should discuss the obsession beforehand to ensure it is suitable.
Faerie Eye
5-point Power
The faerie may launch a bolt attack from his eyes up to 30 feet away. The attack can be dodged, or reversed by placing a mirror directly in the bolt’s path. The faerie spends 5 Essence points. The effect passes through non-magical armor and causes (Willpower x 6) damage, lowers one physical Attribute by one (faerie’s choice), and the target suffers a –1 to all metaphysics checks. The last two effects last one hour.
Faerie Veil
4-point Power
This is a blending with the environment akin to limited invisibility. The faerie is unnoticeable even to supernatural senses as long as he does not move. If he moves, Supernatural Senses divulges that something using faerie magic is present, but not exactly what or where. Normal vision detects something "unnatural" if a Perception (not doubled) roll is made. If the faerie takes a violent action, such as attacking, the veil falls and he is revealed. It takes a full Turn, using 5 Essence points, to trigger this ability.
Fire Magic
10-point Power
Allows the casting of the Elemental Fire spell, with an effective Invocation level equal to the character’s Willpower level, and an Essence Channelling level equal to the character’s Willpower plus three.
Flight
2- or 5-point Power
This supernatural can fly either via innate magic or a set of faerie wings. This Quality comes in two fashions. No Essence need be spent as this is an innate ability, whether or not they have wings.
Simple: The character is able to fly as well as a similar-sized human can run. Level flight may be supplemented by climbing, diving, and simple turns. This costs two points.
Advanced: The character is able to fly three times as fast as he can run. He is also completely weightless in flight, and capable of aerobatics. This cost five points.
Gáe Sidhe
3-point Power
Using Gáe Sidhe or "elf arrow," the faerie enchants a piercing missile or sling bullet with a mystical toxin. This requires an expenditure of 3 Essence points, with more used when affecting an additional missile. The enchantment lasts as long as the items are held by the faerie. This ability may not enhance any weapon that is designed to be used in melee.
If the faerie strikes a target with the envenomed missile (using a normal attack roll), all Life Point damage inflicted heals at one half the normal rate (including supernatural regeneration). In addition, the target’s metaphysics suffers a –1 penalty for the next 24 hours. Multiple shots at the same target increase the penalty by –1 each. The poisoning lasts 5 minutes from the time of the latest injury.
Glamour
5-point Power
Glamour is the most famous and well known power of Faeries. It allows them to create an illusion around themselves. This illusion feels as solid as the real thing, and can transform the person’s size, gender and appearance. The illusion’s movements will follow the subject’s perfectly. This effect costs 5 Essence points and maintained under normal circumstances. Under duress (combat situations, loss of more than half of Life Points, failed Fear Test, and so on), the creature must spend an additional 5 Essence points in order to maintain the glamour.
This illusions can also allow them to alter their appearance from hideously ugly (Attractiveness –5) to unearthly beautiful (Attractiveness +5). This costs an additional 2 essence points per level of attractiveness on top of the base 5 essence points.
The glamour cannot abide contact with iron; once touched with it, it dissipates.
Grand Glamour
3-point Power
Prerequisite: True Glamour
This is the strongest of Glamours; it effectively creates something from nothing. It could also be considered a temporary conjuration (although not in the faerie’s mind) for the items are not entirely real. Still, the ability can be used to create a solid object that the faerie understands or has studied. The item can be previously memorised or reproduced whilst a sample is present. Blades so created cut individuals or vines or ropes; muskets fire and damage targets (assuming the faerie understood how firearms worked). If the Faerie creates something he believes he understands, but really does not, the object fails to function properly.
The faerie spends 6 Essence points to use this power, which takes one Turn per 10 pounds of the object. Generally, nothing heavier than 10 pounds per 6 Essence points can be created, nor anything bigger than one cubic foot per 6 Essence points, but two or more faeries may work together to create larger objects. Objects appear within 10 feet of the creator and last five minutes per 6 Essence points spent.
Invisible
10- or 20-point Power
Some Faeries cannot be seen through normal means, although they might still be heard and some with supernatural senses may detect them. Anyone attacking an invisible opponent suffers a –6 penalty.
If the creature’s invisibility can be turned on and off at will, this Quality costs 20 points. If the invisibility drops for at least one Turn when the character attracts attention to himself (for instance, by attacking another), the cost is reduced to ten points. At the lower cost, any damage to the invisible character renders them visible for at least one Turn. It costs 10 Essence points to become invisible for ten minutes, twenty minutes if they take the 20 point quality.
Mending
3-point Power
Some faeries are able to convince broken, torn, or disrupted materials to join back together into their original forms. This power might heal wounds (not cure disease or neutralize poison) or repair objects and tools. For every 5 Essence points spent, three Life Points are healed or five pounds of broken materials are reformed to be indistinguishable from their original shape. Small amounts of the original object can be missing (less than an eighth), but limbs cannot be regrown (although severed ones could be rejoined).
Nurture Growth
3-point Power
The Faerie can accelerate the growth of any plant, even in places where a plant should be unable to survive, let alone thrive. A seed can be turned into a full-fledged plant in a matter of seconds (one Turn). This Aspect Task requires an expenditure of Essence based on the size of the plant in question. A dozen blades of grass or a small flower costs one Essence, a foot-tall plant costs two Essence, a shrub or small tree costs four Essence, a medium-sized tree costs eight Essence, and a large tree costs 15 Essence. Giant trees like sequoias or baobabs cost 30 Essence Points to force-grow. Growing trees can tear through concrete and cement.
Reduced Size
2-, 4-, or 6-point Power
Although some humans are tiny (Tom Thumb was born in 1838 and grew to be only 25 inches tall), these faeries are remarkably small. In all cases, the reduced height is due to supernatural heritage and does not impose any associated health problems. Reductions in Strength cannot bring the Attribute below zero, and apply before calculating Life Points.
Small: A small faerie is less than four feet tall and half normal weight. Strength is decreased by two. Abnormally small faeries gain a +1 to all dodge maneuvers.
Diminutive: A diminutive supernatural is at most two feet tall. Weight is one-third the norm. Strength drops by three points, and a +3 modifier is applied to all dodge maneuvers.
Tiny: An tiny faerie is smaller than one foot and not even remotely human-looking. Weight is one-fourth to one-eighth the norm. Strength is reduced by five, and a +5 modifier is added to all dodge maneuvers.
This is a permanent aspect of the character's appearance and uses no Essence.
Scale Walls
2-point Power
By the means of this ability, one can scale a vertical wall as easily as one can walk on a horizontal surface. Whether accomplished in a spider-like fashion or as if walking normally, any direction— up, down, sideways—may be traversed.
This Power does render the supernatural immune to the effects of gravity. Scaling a wall upside down might still lead to items tumbling from one’s pockets
Seeming
1-point Power
An innate magic common to most Seelie and Unseelie Court faeries disguises their supernatural nature whilst in the human lands. Their ears are not pointed, their eyes are smaller, and their skin flesh coloured. This is a subconscious ability that even changeling or orphan faerie-born babies adopt when not in the faerie realms. The form assumes is similar to the faerie’s own, usually of appropriate attractiveness, or lack thereof. It may be varied to appear slightly different (variances of up to 15 pounds and three inches are possible and clothing may be changed), although gender may not be changed. In effect, this is a weaker form of Glamour. No roll is required to adopt or release this power. Seeming costs nothing to maintain but can be broken at will or through contact with cold forged iron, if the faerie has the drawback Vulnerability (Iron). Characters and creatures with Supernatural Senses (Gifted or otherwise) can see through a seeming with no roll or effort.
Swimmer
4-point Power
The character can breathe underwater and swim, using his ground Speed. This power costs three Essence Points per minute, which cannot be regained until the character deactivates the power.
Táinte
3-point Power
Táinte ("Tan-cha") means good luck or good fortune. Once per target per day, the faerie may grant one point of Good or Bad Luck (see p. 23) per each level of Essence Channeling. Good Luck must be used within 24 hours or it dissipates. Bad Luck is resisted using Willpower (not doubled) the target’s Success Levels are deducted from the faeries (to a minimum of zero). The faerie must concentrate for one minute to manifest this power and may not grant both Good Luck and Bad Luck to the same target in the same day
Chroniclers may wish to restrict the use of Táinte to certain times of day—dawn and dusk (neither being fully day or fully night) is a common choice. They may also wish to allow Táinte in combat situations by lowering the manifesting time to one Turn.
Touch of Beauty
2-point Power
Prerequisite: Glamour
The character can temporarily increase a person’s Attractiveness and Charisma. The effect is illusory, and lasts one hour per Success Level in the Task. The Essence cost is twice the level of the temporary bonus to Attractiveness or Charisma (choose one, or divide the bonus among the two).
Transcendent Music
2-Point Power
Prerequisite: Emotion (Any Emotion)
You can play an instrument with a level of skill and subtlety that you can almost make rocks cry and sooth the hearts of the darkest of people.
By spending 5 points of essence per person, you may use your instrument of choice to enchant people with your music in different ways. This works similar to your Emotion Power but you may choose an additional emotion on top of those from your Emotion Power that you may choose from and gain a +2 on the roll.
Otherwise this power works just like your emotion power.
Travel Through Earth
5-point Power
The character can move through earth like a fish swimming through water. Even stone and metal can be traversed, although at great cost. Using this power requires a Willpower Task every Turn. Movement is relatively slow—divide the character’s Speed by five (rounded down). This is the number of yards (meters) travelled per Turn. Most walls are thin enough to traverse in one Turn. Moving through earth and soil costs 10 Essence Points per Turn; stone or concrete costs 20 Essence Points per Turn; metal costs 40 Essence Points per Turn.
The character does not physically tunnel through the material. When he emerges, no holes or damage appear. If the character fails the Task while travelling through a solid, he becomes trapped in the material, and loses an additional D10 x 2(10) Essence Points. He can attempt to resume moving through earth, but Tasks incur a -2 penalty.
Tree Shape
10-point Power
Prerequisite: Nature Growth
This power allows the character to become a living plant entity, with enhanced strength, resistance to damage, and healing abilities. Activating this power costs 15 Essence Points and lasts one minute per Success Level. While the power is active, the character grows to twice his normal size, and his body is covered with bark, small branches, and leaves. Any clothing, armor, or equipment on the character is absorbed and seems to disappear. While in this form, the character has +6 to Strength, +100 Life Points, and an Armor Value equal to Constitution x 5. The transformed character takes double damage from fire or heat, however, and if he suffers more than 20 points of flame damage (after subtracting armor) he catches on fire and take D8 x 2(8) points of fire damage every Turn.
True Glamour
2-point Power
Prerequisite: Glamour
This stronger Glamour disguises objects, buildings, or landscapes. The images are not real, but do have substance and do not disappear when touched. If damaged, the vision reacts like a weak version of the normal object. The phantasmagoria can include movement within a landscape, as well as sounds and scents, but it cannot cause damage.
A True Glamour can create a wooden door that would splinter if bashed upon. One certainly could cross a stream using a True Glamour bridge.
Even so, the illusory objects are not real and are relatively brittle and insubstantial. Twenty points of damage smashes most True Glamour objects. None weigh more than the creator’s Willpower x 10 pounds or are bigger than Essence Pool x 10 cubic feet.
The illusions take one Turn per 10 cubic foot area to create and last five minutes per 10 Essence points spent.
Water Magic
10-point Power
Allows the casting of the Elemental Water spell, with an effective Invocation level equal to the character’s Primal Skill level, and an Essence Channelling level equal to the character’s Willpower plus three.
Water Incarnate
8-point Power
The character can transform himself into an elemental being of water. While in this shape, physical attacks causes half damage, and the character can swim as per the Swimmer power, at no additional cost. The character can hurl high pressure streams of water towards targets, inflicting D4 x (Strength +1) points of damage, with an effective range of 3/10/20/60/120. If submerged, the character is virtually invisible (attempts to spot him visually have a -6 penalty as long as the character is not swimming or moving, and a -3 penalty when doing so).
Wilderness Speech
3-point Power
This faerie is able to speak to animals and plants in the human world. The intelligence of the living thing spoken with does not increase. Plants speak in impressions and feelings more than words; animals have only limited awareness. Roll Intelligence + Occultism +3. Each Success Level grants one Turn of communication.