Fey (Action Powers Form)

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Heroic Action Role-Play

Fey live by their own rules, that seem weird to ordinary folk but has as much power as any set of natural laws.

Alternate Names: Geas, Custom, Old Ways.

Associations

Skill : Dodge
Attribute : Reflexes
Sense : Dream
Mood : Elusive, fascinated, in rapport
Blast: Piercing

Fey Cantrips

Basic Action

You create glowing fairy dust. This dust sticks to both physical objects and creatures, and to ephemeral things such as mist or power effects. This allows you to illuminate your path as you walk, and can be used to show power use and power effects. This does not hinder stealth or interfere with illusion powers, but it can make the unseen and mystical visible. It is common to use this when you use your own powers to make them look more impressive (this does not require a separate action).

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Charm Fey

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. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.

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 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. Even after the power ends 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.

Don't Thank the Fairy

Trigger Action

When someone expresses thanks to you, they become in your debt. You can immediately redeem this debt by performing a Finisher you know on them.

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.

Fey Familiar

Basic Action

You have a Fairy companion, a Henchman Extra with 2/3 of your points 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. Up to this point the power is Inherent. 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 attributes of its species 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. You can return the Fey Familiar to its normal form with another Basic Action.

Fey Friends

Basic Action

You have the ability to befriend and gain help from minor fey you encounter. These 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 Rabble with half your points. Its exact composition is highly mutable; you can change the composition of your Spirit Friends, allowing you to change it for a specific situation. Most often, it is simplest to just make a Charm check to see if your fey 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.

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 you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. 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.

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.

Create Fey

Dream Agent

Limit Beak

You free an inner creature to act as your spirit agent while you sleep. You must build a variant for for yourself as a henchman. This can be any type of creature, but is same each time you use this power. Others that you use the power on become the same general kind of creature you become, but each has their own exact attributes. Dream agents tend to be small and stealthy, but some are hulking guardians instead. You can learn this power several times to learn to create several different kinds of dream agents.

While you use this power, your body remains asleep and will not awaken by itself. It can be woken up by shaking it forcefully (a standard action) in which case the power ends and the dream agent disappears. Your body is not protected, but the power provides nourishment.

Fairy Craft

Limit Break

Select an object you have created. You gain power over someone who owns, wears, or carries that object. Make an opposed Create roll, ignoring range modifiers. On a success the target is overcome with a compulsion to cherish and protect the object. He will refuse to part with the object for one day per point of Outcome, and either carries the object around or secures it as well as he can by hiding it or putting it under lock and key. If not carrying it, the creature will check on the object at least once per day. After the target has owned the object a number of days equal to his Mind, you can use a Finisher against your target. You can only use this power once per session against a particular creature. Multiple applications do not stack; only the last use counts, and can cancel earlier uses of the power.

Gift of the Gift

Limit Break

You give another creature the use of one of your powers. You create an object representing the power you lend, this has to be something related to or representative of the power lent. The target must keep this object to retain the power. If it is taken from them, it disappears, but they can voluntarily pass on the power by giving away the object. The effect lasts for the rest of the scene. You can chose to give away the power, losing the use of the power while Gift of the gift lasts. In this case, the power lasts for the rest of the story if it makes sense. If the target did not have a Tradition before, he inherits your Tradition and all your Methods while Gift of the Gift is running.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Glamor

Basic Action

You can turn objects into other objects that are similar in some way, shaping and weaving the matter of fairy. Wreaths of autumn leaves can be turned to golden jewelry, sticks to weapons or tools, an insect carapace into a suit of armor. Any transformation that would make sense to an imaginative 4 year old at play works. The result often looks ostentatious and unlikely, but works as well as a mundane object. Glamored objects may look and work like iron, but they never count as iron for the purpose of weaknesses. In this way you can create personal gear at least two Tech Levels less than the setting in general (Ancient gear can always be created). If you do this in fairy, the result lasts until abandoned or discarded. If done in another plane, the item lasts for only a scene. Touching a glamored object with iron, or negating the power, reverses the transformation. By repeated application of this ability it is possible to construct larger objects, such as vehicles or dwellings. The difficulty is the Toughness of the item created or transmuted.

Dodge Fey

Biological Resistance

Inherent

Add your Mind to your soak attribute against all types of biological damage.

Enact Power

Basic Action

Pick a power you know that is a Stance. You activate this power by performing a skit that shows the power of the Stance through acting or dance. The stance has its normal effect, but gains FX that makes its effect obvious to observers and unnerving to creatures not used to powers. The more stances you activate the more radical the FX becomes. With three or more stances active you are Stymied on actions requiring subtlety, such as Recon checks to hide or Charm checks to keep people peaceful or passive. Enact Power lasts for a scene, meaning you have to use this soon before an action scene is about to start. The advantage is that you can activate Basic Actions in preparation for an action scene and thus avoid the short cost of the Stance.

Faerie Dance

Limit Break

You perform a dance routine, expressing the nature of a Form. Select a Form you know when performing Faerie Dance. Until the end of the next round, when you use another power of this Form, you can base any roll or stunt using that power on your Dodge skill instead of whatever skill the power would normally be based on. This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Fairy Dodge

Trigger Action (Defense)

Use this when an attack would succeed against you. Add +3 to your Dodge for the current shot. If an attack misses you during this shot, you can Teleport up to your Move in meters after the triggering attack.

Faerie Improvisation

Limit Break

You perform a dance routine expressing a specific power of a Form you know, a power you do not already know. This power can be a Basic Action, Limit Break, Finisher, or Stance. You use this power as a part of the action to use Faerie Improvisation. Limit breaks used this way only work on voluntary or helpless targets. Stances used like this work until daybreak or sundown, whichever comes first.

Fey Resistance

Inherent

Add your Mind to your soak attribute against all types of physical damage. Iron (including all ferrous metals) weapons bypass fey resistance, and the touch of iron objects cause you minor discomfort. All weapons of Blacksmith complexity, as well as melee weapons of Clockwork, Coal, Combustion, and Electronic tech level are generally made out of iron.

Follow the Faerie

Basic Action

You can invite an adjacent creature to participate in a game of follow the leader. As long as that creature does not let go of your hand or moves away from you, it will follow any movement you take without having to take any action. This applies even if you move in ways the creature could not normally follow, such as flying or teleporting.

You can use this power again to add one more creature to the dance. Each person participating in the dance must be adjacent to at least one other dancer after each move. Normally dancers trail after you in a long line, but this can vary from moment to moment; you can re-position dancers in any legal position after each time you move.

Impress Fey

Align Fairy

Finisher

You can change a fairy creature, aligning it with a new natural phenomenon or ideal. This only work on faeries that have an alignment to either a natural feature (tree, element, place etc) or ideal (seelie, unseelie, death, etc). This can be a dramatic change, but the fairy still remains essentially the same creature. For example, a merciless red cap can be changed into a gnome, but would still be rather militant, It could not be changed into a brownie unless it was already solitary.

In order to align a fey with something, that thing must be present. You cannot change a dryad (tree fairy) into am oread (mountain fairy) unless you actually are at a mountain. You cannot change seelie into unseelie unless there are other unseelies present, or if you are in a place strongly aligned with the uneelie.

Fairy Law

Inherent

You institute a law that applies to locale where you are the acknowledged master. The stronger your social position, the larger this area is. You must announce the law very publicly, but can do so in a mysterious way or withhold certain details. A creature in the area of a faerie law is allowed an opposed Know roll against your Impress. If the roll fails, he has heard of the law but only as a vague rumor; his actions are likely to be very cautious and superstitious. If the roll succeeds, he knows the letter of the law. You normally have only one faerie law running at any time. You can buy the power multiple times to institute several fairy laws. If a faerie law you instituted is negated, you can institute a new (but not the same law again) in the next session. If you lose control of the location, the law still persists. Faerie Law is considered a Curse on the locale and can be broken as such, removing the law. The way to break the curse always resonates with the law, often demanding the law is broken and the consequences challenged or remedied. Another common means is a challenge against the current owner of the land. The forbidden act is often a common thing such as eating meat pies of a Friday or entering and leaving a building by the same door. A creature breaking this law is automatically punished by a Finisher chosen when the law is instituted. At your option when you institute the law the curse can strike the land instead of the trespasser, rapidly turning it into a nightmare wasteland inhabited by malicious creatures. You cannot negate this punishment; once the law is instituted, it applies to all, even you. Some faerie laws demand actions rather than forbid them, but exact rules for such laws must be individually crafted by the GM, often as the plot of an adventure.

Geas

Finisher

For the crime of watching the forest queen and her maids dance you must always join any dance you see, until you have danced with a maid of each of the 12 tribes of Ollin, on pain of being transformed into a cloud of putrid gas!

You Curse the target with a Geas, a condition he must obey and fulfill or suffer a Finisher you choose when you inflict the geas. You need not know the finisher you select. If the target actively works against the purpose of the geas, or if he fails to try and fulfill the geas for an entire week, he suffers the selected Finisher. The more demanding the geas is, the easier the Curse is to break. The exception is that a geas linked to the target's earlier actions, making for poetic justice, can be incredibly hard to break. If the target accepts the geas and ceases trying to have it removed, it counts as a Limitation and gives the target extra points.

Summon Fey

Basic Action

You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon. The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score. You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.

A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.

When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.

This power only works on Fairies, Gifted, and Strange.

Know Fey

Analyze Fey

Basic Action

You can sense the presence of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, origin, or general description) you can eliminate all others.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Attribute Theft

Finisher

You steal an attribute and can use it for the rest of the scene. The target is forced to use your score in this attribute. If you steal Body you also exchange physical size. You can only steal one attribute from each target.

Fey Dispel

Limit Break

Age of
Effect
Minimum
Difficulty
Three days 12
One Month 14
One year 16
A decade 18
A century 20
A millennium 22
Ten millennia 24

You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.

A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.

This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.

Inherent powers cannot be dispelled.

The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Maneuver Fey

Alternate Self

Limit Beak

You assume the form of another creature. You must build a variant for for yourself using your normal points and limits. This can be any type of creature. You cannot automatically change back - you must either take this power for your new form or break the transformation as if it was a Curse. Your alternate self becomes your natural form, and cannot be detected as a shapeshift except with very close study, powers notwithstanding.

You can learn this power several times to learn to transform into several different kinds of creatures.

Duplication

Limit Break

You split into two identical creatures. All copies share the same Hits, shot counter, and fortune pool. In detailed time each duplicate moves separately but does the same actions. If both target the same creature, only one gets to roll but gets a +1 bonus per extra duplicate (this is an application of Assist Action). Only one duplicate can perform a Limit Break each round, with the other duplicate(s) assisting.

When one of you is subject to an effect, you can decide to either suffer the effect normally on all duplicates, or have the duplicate that was the target disappear. All but one duplicate disappears at the end of the scene. The last duplicate left is considered "you", the original, there is no difference between the duplicates while they are active.

You can take this power up to three times, gaining a number of additional selves equal to the number of power picks with a single Limit Break.

Fairy Treasure

Basic Action

You can change into a mundane form by isolating all your supernatural abilities and shape them into an item, commonly a piece of clothing such as a shawl. This power is only relevant for supernatural creatures, but can be used as a mechanism for a mundane creature wishing to become a supernatural creature.

When you change into your mundane form, an object is created out of nowhere that contains all your powers. This can be any item but typically it is a piece of clothing or jewelry. It is always the same type of item, but becomes more extraordinary in appearance the more powers you hide in it. It merges with your body when you transform back into your supernatural form. In order to turn back into your fairy form, you need this item. If you do not have it, the effect turning you into a mundane form becomes a Curse.

The mundane form is normally human, but can be any Folk or a normal Animal, as decided when the power is bought. You can get the power several times to gain additional options. In mundane form, you have normal attribute maxima of your race.

When using the power, you can also choose to hide your powers, schticks, and even points of Body in the object, making them unavailable to your mundane form. This always applies to all powers relating to your form, but can be applied to other powers you need to hide as the situation demands. It is not possible to detect your lost powers or gifted nature when you are in your mundane form; they simply are not present to be detected.

Fair Fool

Finisher

You gift a creature with the power of the fair folk, changing them into a fairy creature and giving them the Incommunicado limitation so that they can only communicate with other fairy creatures. A target that uses powers also gains the Iron Susceptibility method. In addition to this, you must transform a part of the target. You can choose to shrink or grow a body part, or change part of the target into an animal form, typically the upper body of a wolf, the antlers of a deer, the intimate parts of a bovine, or the ears or head of a donkey. If the animal part is beneficial, pick an appropriate Inherent power of the Animal Form that the target gains. This is a Curse. If the effect persists past the end of the story, the target should take the relevant limitations and powers.

Threefold Aspect

Basic Action

You can shift appearance at will between your natural age and three idealized age categories: youth (boy/maiden), adult (father/mother), or elderly (elder/crone). This is not a disguise, your appearance is your own at the appropriate age, rather than that of a new individual. You can change into an idealized age category even if it matches your actual age. The change lasts a scene. As a youth, you gain a +3 bonus on Reflexes but lose one point each of Body and Mind. As an adult, you gain a +3 bonus on Body but lose one point each of Mind and Reflexes. As elderly, you gain a +3 bonus on Mind but lose one point each of Body and Reflexes. Threefold Aspect alters the appearance of clothing and kit to fit your assumed age, but they retain their function. It also alters your mood and outlook, youth tend to be cheerful and optimistic, adults serious and responsible, elders cranky and wise, but this is a roleplaying decision.

Melee Fey

Borrow Power

Limit Break or Finisher

Make a Melee attack on another creature; if you hit you borrow a power and can use it for the rest of the scene. If you know a power target has that you want, you can pick that power. Otherwise you get a random power from the target. The target loses the use of the power for the same period. If performed as a Finisher, this power lasts until the end of the story.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Fairy Binding

Basic Action

You can make a Melee Attack. Damage is your Mind +4 (or more if using an implement). This is Neurotoxin damage soaked with Body.

The target hit undergoes a partial fairy transformation. Typical partial transformations add rock-like protrusions, makes plants or mushrooms grow on the target, changes skin color, and such. Instead of each Hit you would inflict, the target instead loses one point of Reflexes and one shot from his shot counter. If the target's Reflexes are reduced to zero, he is transformed into some fairy terrain feature; a fairy ring, tree, pool or the like according to the location and his nature. This is a Curse. Such a fairy terrain feature typically has some boon or blessing that can be used by others. Lesser transformations and Reflex losses reverse themselves when the target next recovers Hits.

Fairy Soul

Inherent

You can use your body to do melee attacks that do Mind +2 Physical Piercing damage, or more if you are using an Implement to improve damage.

Fairy Sting

Trigger Action (Combo)

When you make a Melee attack, before you make the attack roll, you can use this combo to make a very precise melee attacks that do damage based on your Reflexes instead of Body.

Fairy Strike

Inherent

You can make melee attacks that do Body +4 Piercing damage, soaked by Toughness. On a damage setback, the damage also has the effects of Infection damage. You can cure this Infection with a touch.

Soul Shard

Inherent

When you score a Damage Setback with a Melee attack, you can steal a part of the target's soul instead of inflicting another type of setback. The Soul Shard manifests a material object that can either be a part of the target's body (such as a tooth, fingertip, or a large tuft of hair) or it can be a crystal or gemstone depending on your style. The possessor of this object has access to the target's True Name, but using the True Name destroys the object or returns the body part to the former owner, making the Soul Shard a 1-use object.

Statues

Limit Break

A fey variant of the children's game, you call out "Statues!" and select an area with a diameter equal to your Mind. You must be in this area. Creatures in the area are momentarily paralyzed. Reversing the normal rules of melee, to not be hit creatures must stand absolutely still. You then move among the targets, striking those who fail to stand absolutely still. Tough this would logically take more time than a normal attack, the power ignores this and the timing works like any other Limit Break. Make a Melee attack against the Dodge or Maneuver of each target in the area, friend or foe. You can chose to use any attack you know or a basic unarmed strike doing Body +0 damage.

Ride Fey

Fairy Pact

Limit Break or Finisher

You make a pact with another creature, that you must be touching. The creature need not be willing, but you must make a Ride vs. Dodge check against an unwilling creature. A failed roll cannot be attempted again until the next scene.

When you use other powers that are also Basic Actions, you can choose to have them originate at the target of your fairy pact. If you do, use range and cover penalties from you or from the target, whichever is worse. This hides the fact that you are the one who used the power. The target can take a trigger action to aim the power for you. If they do, only count range and cover from their position, not yours.

Fairy pact lasts until the end of the scene or until you use it again to link to another creature. A fairy pact made as a Finisher is a Curse and can potentially last forever.

Fairy Shortcut

Limit Break

You can teleport a number of creatures willing to follow your directions equal to your Mind from one wilderness location to another similar wilderness location. If you begin in faerie, you can teleport to another location in fairy or to the mundane world. If you are in the mundane world, you can only teleport to a similar location in faerie but can use the power later to teleport again; an encounter is likely in the interval. You need not know of an empty location to teleport to; just specify where you want to go, and the power picks a suitable location near your destination.

You must guide the travels of the group, either by accompanying them or by giving them travel directions to follow. Both the start and end of the teleport must not observed by any intelligent creature that are not among those teleported. The teleport is subtle, targets will often be surprised that they arrived so soon. An opposed Ride roll can detect that something odd happened.

Fairy Abduction

Trigger Action (Defense)

Use this power when you suffer a Setback. You disappear, abducted to the abode of a local fairy. While thus abducted you cannot be affected in any way, except possibly with Summon powers. Your host has total power over you, at least for a time, but will usually let you return to the same location in mundane world at some future date - this can be minuted, days, or centuries later. Your abductor usually put some kind of geas or condition on your release, or demands ransom or an exchange. You have a year and a day to fulfill this condition, or you will be abducted again.

Thread of Fate

Basic Action

You can Curse another creature, entwining your fate with that creature's fate with an opposed Know roll. If an attempt fails, that creature is immune to to your use of this power for the rest of the adventure. You can entwine with several creatures simultaneously, but each requires a separate use of this ability. You can release your Thread of fate voluntarily, but only at the end of a play session. It can also be removed from your target as a Curse.

You create a mystic link between you and your victim. Your fates are entwined; you WILL meet again and confront one another again. This makes you certain to survive scenes involving both of you until you meet a third and final time, whereupon the one of you who who is defeated is likely to suffer a very bad fate—allowing the winner to use a Finisher even in a conflict that does not end with either of you actually defeated.

Transfer Focus

Limit Break

You transfer your focus to another character who is within sight. That character can choose to immediately perform a Limit Break, at normal shot cost. If he has no shots left, he can still perform the Limit Break but takes a Hit from backlash.

Transfer Power

Basic Action

You channel one or more Fortune Points to another character you can see. You spend these points, and the target receives them, replenishing any lost Fortune points. If this leaves the target with more than a full Fortune pool, the points must be spent before the end of the round or they return to you.

Shoot Fey

Elfbolt

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage. Elfshot does Physical Piercing damage soaked with Toughness. On a damage setback, the damage also has the effects of Infection damage. You can cure this Infection with a touch.

Elfshot

Basic Action

You can make a very precise Ranged Attack. Damage is Reflexes +0 Physical Piercing damage. This is a material attack that uses ephemeral matter and thus cannot use any special materials such as silver or iron.

Note that this is a Basic Action, which limits what other powers it works with.

Fairy Breath

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders. Fairy Breath does Physical Piercing damage soaked with Toughness. On a damage setback, the damage also has the effects of Infection damage. You can cure this Infection with a touch.

Fairy Horn

Inherent

You have one or more horns, antennas, or similar accessible and visible parts that radiate power. This is surrounded by special effects reminiscent of the blast powers you have all the time and clearly visible when in use. You use your horns as if it was an Implement, doing Mind +5 damage. Holding on to or tying up your horns seals your powers, giving you Power Loss. This can be achieved with a setback on an appropriate stunt by those in the know.

Fairy Revenge

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area. Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target. Fairy's Revenge does Physical Piercing damage soaked with Toughness. On a damage setback, the damage also has the effects of Infection damage. You can cure this Infection with a touch.

Fairy Shot

Trigger Action (Combo)

Select one stunt, power, or stick that you can use and that is normally a basic action. Your ranged abilities manifests this effect very strongly; whenever you hit another creature with a Shoot attack you you make, you can use the selected ability as a trigger action instead of a basic action.

Spot Fey

Analyze Fey

Basic Action

You can sense the presence of powers at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. Normally, you detect any type of power, but by concentrating on a particular type (name, form, or general description) you can eliminate all others.

You can analyze the properties of any power within reach, even if it is inside a container or otherwise separated from you. You learn what power it is, who used it, when, to what effect, and an approximate power level. Even powers that have ended leave a signature that can be analyzed, though the impressions fade; after the end of the scene, it is no longer possible to determine who used the power and its exact effect. The signature fades completely in a matter of days or weeks, stronger and more dramatic used leaving stronger impressions.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.

Fairy Sight

Basic Action

Your affinity to the supernatural lets you see things others only imagine. You see spirits and fey wherever you go - most of these are just how you perceive natural phenomena and can be useful for noticing otherwise mundane phenomena, but have no supernatural significance other than to make noticing the dangerous ones trickier.

Make a Scan stunt. You automatically spot active powers, including powers used as traps and creatures using powers to hide. In this way you automatically notice a creature that is sneaking and relying on a power to conceal it. If it could sneak under the normal rules, without the help of a power, Faery Sight can still spot them normally, but gives no additional help.

When using Faery Sight , you can see through smoke, fog or darkness (even supernatural darkness), but not through solid objects. In a scene where you have Scanned an obscured area with fairy sight, you are not considered blind there and can act normally. Creatures can still use such obscurement to sneak against you.

You can penetrate a disguise if your Scan beats the other creatures Charm. If you recognize that a creature has altered or concealed its true appearance, you know what it ordinarily looks like.

This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power. Fairy Sight won't automatically perceive powers or see through stealth powers against which it has an origin divide.