Transmute Fey (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
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.
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
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.
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.