Fair Folk
Example Calling Keywords: Clever, hidden, keeper, mercurial, noble, strange
Path Asset Skills: Culture, Occult
Path Contacts: Academics, local weirdos, noble courts, socialites, occultists
PERSISTENT CONDITION: FAIR FOLK
You are highly resistant to all sources of damage that are caused by anything not made a particular substance. Regardless of whether the damage is caused by a punch, a wooden quarterstaff, a fire, poison, electricity, or even an explosion, you instantly recover from your most severe injury condition caused by any source that isn’t of that source at the end of combat or the scene, whichever comes first. You cannot be killed by this damage; if Taken Out, you return to consciousness at the end of combat or the scene.
However, all damage from that source gains the Aggravated tag when used against you. In addition, you increase the Difficulty of all rolls to use weapons or tools made primarily of that source by +1, and also suffer a similar increase in the difficulty of all rolls when surrounded by it in a confined space. You gain Momentum when you are forced to do so. Some sources are fairly straightforward, such as weapons made of iron or silver. Some potential sources, such as sunlight or the color blue, will lean more into the additional Difficulty rules. While all banes associated with this Condition should be reasonably common, sources difficult to weaponize should present themselves more often than their more prosaic kin.
HEROIC KNACKS
- Impossible Beauty: You’re attractive even by the standards of the Fair Folk, which makes you inhumanly and stunningly beautiful by mere mortal standards. Injuries and other misfortune cannot make you look bad — a roll down a muddy hill will leave you artfully disheveled, like you spent an hour in front of a mirror perfecting the look. In action scenes, if you haven’t yet acted this turn, you can spend Momentum to stun a target, moving your initiative slot to just before theirs.
- Overlook: Spend Momentum to become invisible. You instantly become visible if you do anything that attracts attention, like yelling or attacking someone, but are otherwise impossible to see, even if someone was looking right at you when you used this ability. This Knack doesn’t affect electronic media, like security cameras, but it does affect the people watching it until the Knack’s effects are negated.
- Perfect Charm: You have a preternatural way with words and are extremely good at getting people to do what you want. Treat a target’s Attitude as if it were two higher than it is for the purposes of influence actions. Once per session, perfectly read a character and learn exactly what they want from you or someone else present.
IMMORTAL KNACKS
- Binding Vow: You may bind others in a vow, which you need not be a party to. This vow weaves itself into Fate, acting as a kind of sub-Fatebinding, which punishes oathbreakers. Whenever a party to the vow violates it, they suffer a Complication equal to the Fair Folk’s Legend that lasts either for one scene or until bought off. This Complication causes endless small misfortunes to befall the target, which may prove dangerous in certain situations.
- Here and Not: Distance is a meaningless thing to you. So long as the appropriate object or terrain is available to you (a hillock, a silver mirror, etc.), you may return to your native realm or travel to any other such location or object with a single scene of travel.
- Wild Hunt: You are party to the Wild Hunt, and so may invoke it. Once per arc, name a target. Fae steeds and hunters arrive almost instantly — treat this as a temporary Heavy Followers Birthright, with the Group and Terrible (Speed) tags. These riders aid you in tracking down the target, granting +2 Enhancement for any relevant actions. Once the target is apprehended, the riders either slay the target or drag them back to the Wild Hunt’s native realm (your choice). For the remainder of the arc, you may be called upon by others in the Wild Hunt to aid them in hunting their quarries.
HIDDEN FOLK
Examples: Brownies, elves, hulder, mazikeenPERSISTENT CONDITION: HIDDEN FOLK
You are inherently difficult to notice. Ordinary people increase the Difficulty of all rolls to remember or describe you by +2, and you gain +1 Enhancement to all Subterfuge rolls to avoid being noticed or to seem unremarkable and easily overlooked. However, you also cannot lie. You can refuse to tell the truth, lie by omission, or imply a falsehood, but you can never speak or write an outright lie — you simply cannot force yourself to speak or write anything you know to be false. Hidden Folks may purchase appropriate Fair Folk Knacks.
LITTLE FOLK
Example: Dwarf, nuno, sprite, sprigganPERSISTENT CONDITION: LITTLE FOLK
You are exceedingly small. Your build may vary, but you are no more than four feet tall, and may be as short as two feet tall. Regardless of your actual stature, the Difficulty of all rolls to move or use any object, weapon, or tool that ordinary people must use two hands increases by +1, and you must use both hands to manipulate objects that most people can use with one. Because of your size, cities and other places built by and for humans are not built for you. You gain Momentum when hindered by environments made for humans, but you also gain +1 Enhancement on all Subterfuge rolls involving hiding or avoiding been noticed. Little Folk may purchase appropriate Fair Folk Knacks.
HEROIC KNACKS
- Minute Passage: Spend Momentum to pass through any barrier, like a door or window that has an opening large enough to see light through or feel a breeze through. Cracks underneath doors and old-style keyholes are examples of this sort of opening, as are any sort of bars on windows.
- Shrink: Spend Momentum to become even smaller, anywhere from one foot to a few inches tall. You are far too small to use most tools and weapons made for ordinary people, but you are also small enough that someone normal sized who attempts to strike you in combat increases the Difficulty of their roll by +1. In addition, gain +2 Enhancement on Subterfuge rolls involving hiding or avoiding notice
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