Fairy

The fairy is a rare magical entity that sip on mana. They are drawn to areas of high mana accumulation such as Monoliths. They have the appearance of translucent misty butterflies manifesting one or two trappings aspects. They possess an affinty theme which represents the Fairie's need and drive.. Fairies are alien things and binding to a vessel changes both. The fairy has limited abilities in it's natural form and requires a vessel to fully manifest in the world. They desire physicality and sensation, things alien to their aetheric natural form. The fairy feeds on the mana of the vessel and the needs it has. These might be extensions of the vessel's needs or the fairy seeking some new physical thing it didn't have as an immaterial thing. They are sought as sources of magical power by those who would make a binding contract with one and become a vessel.   Fairies are intangible and may pass thru any physical object, barrier or creature without harm. Likewise physical attacks do nothing to them. They are affected by magical and enchanted attack or use of powers by creatures. Fairy stats are equal to the Power and once bound may spend bonuses on buying higher attributes. Pace is also equal to Power as are parry and toughness. Killed fairys are dispelled and vanish. A bound fairy must recover either by feeding on vessel power points to restore themselves ( 2 per Power of the fairy) or resting for 24 hrs per Power of the fairy.   The vessel once bound may never bind another fairy. The vessel is marked as fairy bound only by rainbow color in the eyes. The vessel may call upon the fairy to manifest and use it's powers, or to command, sometimes negotiate the use of these powers by the vessel. The manifested fairy has a new seeming.   Seeming: A fairy may speak or not if it has a mouth or other way to communicate. Objects and inconspicuous may not speak. Object: a ring, stone, wand, garment, weapon or armor/ shield or some other simple made or found thing. Machine: a wagon, mannequin-puppet or doll, a clockwork mount or soldier. Some complex made thing. Living thing: an animal or plant, a flower, monster or asura, or possibly a copy of a specific person (and only that person). Parasite: The Fairy manifests within the bound vessel producing changes in manner, attitude and acts. It isn't quite right. Or it is a body part. An extra eye or eyes, a mouth in the chest or on an arm or parasitic twin. Inconspicuous: a vapor a breeze, something tiny or immaterial.   The fairy has a need that must be fed. It may tell it or not, making the vessel guess or the fairy might force it.   Fairy Affinities: These influence seeming and desires/ needs and may positive supporting or negaive rejecting
  • Craft:drawn to creation of things and art.
  • Chaos: destruction, mayhem and disorder/ confusion or disruption of order
  • Shadow: Ghosts and the shadow realm. It may see, pierce or cross to the shadow realm.
  • Darkness: Dark realm/ devils. taking on aspects or appearance of Asura.
  • Nature: aspects of terrain, wildlife, or vegetation. Physicality
  • Ascendant: light, order and perfection or excellence, status and hierarchy
  • Hex: Enchantment that Manipulates stats, changing attributes and abilities of persons and things
  • Abberent: tricks and illusion, sensation or activity (eating, sounds, scents, sights, graffiti or written equations or words)
  • Trappings: The degree or advancement of a trapping for is equal to a Fairy's power for a 1st trapping, then -1 for each additional. A 3 Power ( d8) Fairy might be a Wild 3: creature form, Void 2 darkness and Elemental 1 -Earth soil. Such a fairy would manifest as some creature wrapped in shadow and perhaps throwing bolts of earth.
  • Elemental
  • Heat/ flame/ burning/ dragonfire/ demonfire/
  • Air/ wind/miasma-mist/breath
  • Earth- soil/ sand/stone/ crystal/ metal
  • Water: water/ snow/ice/ cold
  • Wild - swarms (insects, small animals, bats, birds)/plants-wood & thorn/ flesh(quills, claws, teeth or creature form)/bone
  • Void: - shadow/darkness/reduction-separation/ negation
  • Aether: attraction/magnetism/gravitation/ Electricity
  • Mind - simulacra (appearance projected)/ mask or conceal (Notice)/ illusion- distract-confusion / detection-locating/kinesis - moving force
  • Celestia: Glow/moonlight/sunlight
  • Binding: First, one finds a fairy. Travel to a gathering ppint, catch-trade-or whatever. Fairies are ranked 1-5 by Spirit die type. Fairies want to bond but the process requires the Vessel reveals what they want or need. The vessel makes the binding based on either Spirit or Vigor and tested against the fairy's power. The binding happens -the vessel gains +1 on rolls if they get raises. The Fairy gets +1 per raise against the vessel. Now the vessel must give up something ( take 2 minor or 1 major hinderance). Roll Clarity vs Fairy power - if the vessel wins no change. Fairy wins drop vessel Clarity 1. The fairy's Affinity and Trappings should already be known - but they now manifest with the new seeming.
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    1 ability per point of Power ( or die step type)
            Maintaining: The fairy must meet needs daily. It gains +1 per day without meeting needs. The fairy will resist actions against it's Affinity. Roll power vs the linked attribute with bonuses. The fairy will obey if it loses but gains +1 to it's reserve. The vessel may force the fairy by rolling Clarity vs power with bonuses. Winning causes the Fairy to obey but it gains +1 bonus to it's pool. Vessels may sacrifice 1 clarity to sweep a fairy bonus pool. The fairy will willingly act in accordance with it's affinity. A fairy at +4 is in resistance and will fuss and perform minor disobedience. Meeting needs will calm it into normal obedience. A fairy at 5+ pool is in rebellion and will fight commands except those in accord with it's affinity. It will not obey if forced by clarity. It will attempt to sabotage and undercut vessel commands. A fairy at 7+ is in full revolt and will be activly attempting to kill or destroy the vessel. A Vessel with a bonus pool of 7+ may find the fairy activly steps in to help or protect the vessel.   Banishing: the vessel may want to cancel their own or break another's binding. The Vessel rolls the Spirit plus Clarity vs Power- bonuses
    Abilities: a Fairy may use any abilities upto it's Power + any bonuses times per 24 hrs from the first use of abilities in a 24 hr period. The Vessel pays 2 mana (power point) per use of the Fairy's power as the Fairy feeds on that mana. ( a use for 1 power = 2 mana, a use for a 5 power would be 10). Abilities last 1 scene or 1 turn.
  • Armor: the fairy has a toughness =2x it's power. This may be actual armor/scales/ hardened substance or jsut
  • Big: the fairy may increase it's size by 1 per 2 Power.
  • Bolt: the fairy may cast a bolt of a trapping to do 1d6 per Power invested on a successful hit. Range is 1 area per Power of the fairy.
  • Boost: an ability of Hex fairies only it may boost an attribute or skill by 1 die type at the cost of the fairy losing 1 die power for 24 hrs.
  • Cloak: obscures senses and makes the fairy or target more difficult to detect by 1 per power used in activation. (Inconspicuous fairy's gain this for free for themselves only)
  • Command animal: as Befriend Animal (SW core powers)with size limit by Fairy Power.
  • Confusion: causes the subject to become shaken and incapacitated for 1 turn as per. ( SW core powers)
  • Fast: draw 2 initiative cards, add power to fairy or target move. reduce multiaction penalty by applied Power.
  • Fear: Range upto Power areas, per the SW-core power - roll Spirit and on crit fail roll fear table. Fail = shaken and d6 fatigued. Extras panic.
  • Hold: an attack that prevents a target from moving in a Strength vs Power die roll challenge when it hits. A raise prevents normal actions. Additional raises cause immobilization. Additional application successes count as raises.
  • Hop: Requires a possession ability. On a successful hit allows the fairy to jump into a shaken target. It leaves a shaken or dead host behind.
  • Intangibility: may turn insubstantial or bestow it on touch, becoming able to pass through walls, objects, creatures and things and immune to normal attack or harm. Magical and fire may still cause harm, Likiewise the subect may not interact with normal things and fire forms an impassible barrier. Unwilling target resists on a Spirit roll. Upto Power in subjects may be affected. Any object worn or carried is also affected. The duration 1 turn per Power of the Fairy. When the power ends the subject is pushed out to the nearest open space and stunned.
  • Link: the fairy and vessel have a general awareness of the other and their surroundings. A vessel may command the fairy to return to them.
  • Mark: the fairy may place a mark upon a target that allows it to tell distance and direction for upto 1 day per Power spent in placing the mark.
  • Mind Link: allows a telepathic connection between the fairy and a target or upto Power in targets. ( per SW core power)
  • Perception: Enhanced sense gives +1 per power to notice rolls
  • Protection: the fairy may bestow a toughness bonus upto it's Power on a target on a touch
  • Ranged: the fairy may use a touch attack at range upto 1 area per Power of the Fairy.
  • Shadow: the fary may manipulate light in an enclosed area ( not outside) to bright dazzling light or inky darkness and everywhere between ( Light /Darkness Power - SW core).
  • Shapeshift: the demon or a target may Shape Change per SW core - allowing the target to take on the form of any creature or animal ( but not special magical powers).
  • Speech: allows the fairy aubible speech.
  • -Taint: on touch the fairy may cause a test of Power vs Clarity. If the fairy wins it causes some physical malformation by a Trapping or a mental disability or penalty by trapping or Affinity of the Fairy and removes 1 clarity for 24 hrs. Things return to normal when the power dispells.
  • Teleport: On a touch or at will for itself the Fairy may teleport upto Power in targets upto 12 areas per power. Unwilling subjects resist spirit vs Power. None may be telported into solid objects.
  • Transport: the fairy may carry a load at 100lb x power at a pace of vessel + power.
  • Travel: the fairy may fly at pace as a regular action or long distance travel for 1 hr per power.
  • Vitality: The fairy may add upto Power die type in addition to other dice in a vitality roll. It will slow aging.
  • Warp: allows the fairy or the vessel to change the shape of any nonliving material upto 1 area per power of the fairy. It lasts 1 hr per power invested .
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