Fae Powers
Amusing Banter is a power which lets a glib and mischievous fae folk, make wisecracks and generally use their wit to distract their opponent. How likely to banter is to cause distraction depends on the willpower of the target, since high willpower grants a better chance to resist the effect. To banter with an opponent issue the order 'X 4502 <target ID>', where the target must be in the same or an adjacent square. Using the power costs 10gp.
Chrometophobia (Leprechaun)
Chrometophobia is a power which lets a Fae cause a non-fae humanoid to fear money. It is a skill the more capricious of the fae enjoy very much, since a character affected by the power cannot manipulate gold in any way until it wears off. (GMs Note: No G orders allowed and character will drop gold at the beginning of each turn.) The effect is quite stubborn and can last a long time. To use the power the fae issues the order 'X 4507 <target>' where the target must be in the same or an adjacent square. This power costs 100 GPs to use.
Fae Portal (Pixie, Dryad,
Fae, Leprechaun)
Fae Portal is a power which allows the Fae to magically transport themselves to the Fae Kingdom from any location on the overland. The cost of triggering the magic is 100gp and the order to do so is 'X 4500 0'.
I called upon the power of the Fae to open a portal to the Land of the Fae. In order to return I can issue the order 'X 4499 0' to head back to exactly where I came from. This use of the magic portal sets the teleport marker. Use of any other teleport magic in the Land of the Fae is vastly dangerous, running the risk of being permanently trapped or even killed.
Forestwalk is a power which lets a Fae move through normal forests much more quickly than normal people. By using the secret ways, and by bidding the plants move aside to help them pass, Forestwalkers are able to travel across all types of normal forest at two move points cheaper than usual, with a minimum of 1.
Glitter Shower (Pixie)
Glitter Shower is a power which represents a fae opening a tiny crack to the Fae Kingdom. The immense magical energies of that place spill through, affecting everybody within a radius of three, showering them with a curtain of golden shimmering light. People who are allied with the Fae feel energised by the magic, while the enemies of the Fae are shaken and surprised. To summon the Glitter Shower write the order 'X 4503 0'. Using this power costs 50 GPs.
An Illustrationist is somebody who has learned to work the fine inks and magical pigments of the Fae Tattoos. Adept at making permanent pictures upon the body of another the Illustrationist is a skilled craftsman. In order to actually be able to produce any of the magical tattoos however, individual illustrations must be learnt from an Illustrationist instructor, if one can be found.
Mend (Leprechaun)
The Mend power is a low level fae ability which can, nonetheless, be quite useful. It allows the Fae to use magical elements that are all around to fix broken items owned by a friend. The exact effect of the power can vary, but it has been known to sharpen a blunt weapon, repair a horseshoe, fix up tarnished armor. To use the power issue the order 'X 4509 <target>', where the target must be in the same or an adjacent square. The order costs 10 GPs to use.
Sparkly Dart is a power which lets the Fae shoot a shard of pure magical energy from their fingertips at an enemy. The dart fizzes and sparkles like a firework on its path to the target. Using the power costs 10gp and the order to do so is 'X 4501 <target ID>', where the target is within a range of four.
Treebond is a power which lets Fae connect to the lifeforce of a woodland area and share their energy to toughen the Fae's skin and make them resistant to damage. Fae prefer to use Treebond only in emergencies and it does sometimes weaken the trees so much that they become sick. Treebond can only be activated in a forest or woodland square. The order to do so is 'X 4505 1'. This power costs 25gp to activate.
Waterwalk (Dryad)
Waterwalk is a power which lets a Fae move through water terrain much more quickly than normal people. Due to their innate familiarity with swimming and crossing watery areas, Waterwalkers are able to travel across all types of normal water at one move point cheaper than usual, with a minimum of 1. However, if the water terrain is completely impassable then the Waterwalker also cannot cross it.