Emote Fey (Action Powers)

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Charm Fey

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Fairies.

Faerie Mask

Basic Action

You can imitate a creature whose True Name you know, becoming that creature. You use that creatures abilities and statistics in place of your own, with one exception; you still use your own Charm skill and schticks (but not powers).

It takes an Charm roll against the creature's Dodge or Impress to assume the creature's form. You only have limited access to the creature's memories, remembering things pertinent to the situation and to questions you are asked. This allows others to interrogate you as if you were the creature whose form you assume, but they must still overcome your skills to get relevant information out of you, and thus out of your assumed form.

During combat, you must roll each round in which you remain shape-changed, you need to use this power and roll your Charm against the creature's Dodge or Charm in order to extend your control over your transformed self until the end of the following round. You can try repeatedly in each round During combat, you must succeed at this action each round or you lose control, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control.

When you lose control of your shape, it will act as that creature normally would. It is aware that it is in a strange situation and might recognize your allies as enemies. It is likely to try and manipulate the situation to its advantage, tough a brutish creature might simply attack. You can try to regain control at the end of each scene, the third time you fail a control check the power ends instead of you losing control.

As long as you remain in control, you can end the power and resume your own shape as a Basic Action. If you use this to impersonate the creature whose form you take, that is a Charm stunt.

Familiar

Basic Action

You have a Fairy companion, a Henchman Extra with a maximum skill equal to your Charm who looks out for your interest and will accompany you on adventures. Familiars usually appear as animals; cats or other small pets, ravens, owls, or mounts are common. Others are humanoid or have elemental forms. Familiars often have odd or unusual traits, such as bright colors or extra body parts like wings. Many are shapechangers.

You are in constant telepathic communication with your familiar. As a basic action, you can find out where your familiar is and momentarily perceive through its senses.

As a basic action you can have your familiar return to you and assume a mundane form; this can be an ordinary animal or even an object. This allows you to take them along in situation where a magical creature would not be appropriate. In this form, your familiar has normal attribute maxima of its race and size, and loses all powers. It is not possible to detect the lost powers or fairy nature when in this form; they simply are not present to be detected.

Festival

Limit Break

You and allies within Charm meters increase their Reflexes by one until the end of the scene. Multiple applications stack, up to a maximum of +3.

Fey Inspiration

Trigger Action

You inspire others who try to be elusive, fascinating, or who are in tune with the environment. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Dodge skill and to other skills and rolls as determined my the GM. When used with Dodge this allows a confident roll to add to the target's Dodge to thwart a successful attack, as if the target had spent a Fortune point.

Spirit Friends

Limit Break

You have the ability to befriend and gain help from minor spirits and supernatural creatures you encounter. These spirits hang around you, check up on you, and otherwise perform small services and friendly gestures. If you get involved in a conflict while these spirits are around, they will try to help you. They are minor spirits, but can help in small ways by keeping track of foes, keeping you updated on what's going on or haunting your enemies keeping them awake at night. In a pinch they may fight for you, but that is nor their normal behavior.

Your Spirit Friends collectively is a Swarm of Minion Extras with a skill based on your Charm. Its exact composition is highly mutable; you can summon or change the composition of your spirit swarm as a Limit Break, allowing you to change it for a specific situation. Most often, it is simplest to just make a Charm check to see if your spirit friends can accomplish their objective, with the assumption that they have whatever powers and skills are needed for minor tasks such as spying, haunting an area, and the like.

Steal Name

Limit Break

By stealing an object belonging to another creature, you gain power over that creature. Make a Charm roll against the Charm of an adjacent creature to steal their name. On a success, you get a part of that creatures True Name and can use that true name once, but must do so before the end of the session. If you score an outcome matching the target's Mind, you learn its full True Name. In combat or other situations where the target is wary, it takes an outcome matching the targets Dodge to steal a full true name.

Stolen Shape

Basic Action

You can imitate a creature whose True Name you know, becoming that creature. You use that creatures attributes and schticks in place of your own, but continue to use your own skills. You can resume your own shape as a Basic Action. If you use this to impersonate the creature whose form you stole, that is a Charm stunt.

It takes an Impress roll against the creature's Dodge or Impress to assume the creature's form. You do not have access to the imitated creatures memories, and if the creature assumes control it suffers from Amnesia and only has confused memory-images to go on, both from your memories and from the form it has.