OAGS Fae

These are the rules for Fae in OAGS.


Character Creation

All fae must have the Without Advantage and the Weakness (iron) Disadvantage, at a net cost of 8cp.

Fae lords must also have Allergy (iron), Major Foible (cannot speak a lie), Major Foible (terrified of iron) and a Minor Foible to reflect the aspect of sentience which obsesses them (for instance, Titania is obsessed by motherhood, while Oberon is obsessed with romantic love).

Packages

Yggdrassil Fae

Älf (11cp)
The fae inhabitants of Älfheim. Typically around 4 and a half feet tall they take it upon themselves to protect the vibrant forests of Alfheim.
Abilities: +2 Perception & Marksmanship, +1 Athletics
Advantages: Fae (Without, Invisible to Spirits, can see spirits), Attractive, Animal control (One type of woodland animal)
Disadvantages: Fae (Major Foible (Will not wear metal), Minor Foible (Any), Weakness (Cold Iron) ), Nonhuman Appearance, Allergy (Red Meat - Causes profuse vomiting)

Svartälf (11cp)
The fae inhabitants of Svartälfheim. Typically around 4 and a half feet tall they adore gold and live underground in the mountainous realm of Svartälfheim.
Abilities: +2 Perception & Melee, +1 Athletics
Advantages: Fae (Without, Invisible to Spirits, can see spirits), Attractive, Animal control (One type of cave animal)
Disadvantages: Fae (Major Foible (Cannot resist gold), Minor Foible (Any), Weakness (Cold Iron) ), Nonhuman Appearance, Allergy (Sunlight - exposure turns them to stone over 1 hour)

Weisälf (12cp)
Revelling inhabitants of Yggdrassil who enjoy hunting and smithing.
Abilities: +2 Perception & Willpower, +1 Athletics
Advantages: Fae (Without, Invisible to Spirits, can see spirits), Attractive, Animal control (Dogs & Wolves), Perception Focus: Initiative
Disadvantages: Fae (Major Foible (Any), Minor Foible (Polyarmorous/Promiscuous), Weakness (Cold Iron) ), Nonhuman Appearance, Allergy (Alcohol - causes profuse vomiting)

Gobel (9cp)
Deranged and snide fae inhabitants of Yggdrassil.
Abilities: +1 Athletics
Advantages: Fae (Without, Invisible to Spirits, can see spirits), Mimicry
Disadvantage: Fae (Major Foible (Very Greedy), Minor Foible (Any), Weakness (Cold Iron) ), Addiction (usually one of nectar, mead, mushrooms or ale. Travelling gobele, or gobele living elsewhere may have more relevant vices such as coffee or nicotine), No Identity
Note: Gobele in their natural form have nonhuman appearance and ugly but this is neutralized by their mimicry. A Gobel can always tell if someone else is a Gobel using mimicry.

Sidhe Fae

Sprite (12cp)
Tiny winged humanoids with the power of invisibility, sprites typically serves the feuding lovers.
Abilities: +1 Block, Dodge and Stealth, -1 Athletics, Strength and Toughness
Advantages: Without, Flight, Invisibility
Disadvantages: Addiction (berries of Sidhe), Allergy (iron), Major Foible(easily distracted), No Identity, Weakness (iron)

Baen Sidhe (18cp)
Titania's handmaidens, the women of the Sidhe are known for their terrifying screams.
Abilities: +3 Socialize, +2 Athletics and Willpower
Advantages: Attractive, Terrible Scream, Without
Disadvantages: Allergy (iron), Major Foible (phobia of bells), Minor Foible(vengeful), No Identity, Weakness (iron)

Ubelfrest Fae

Moblin (11cp)
Vicious, spiteful inhabitants of the dark forest whose leathery skin is stretched tightly over a three foot skeletal frame. Rarely seen without their flowing hooded cloaks.
Abilities: +3 Athletics, +2 Strength, +1 Toughness, -1 Willpower
Advantages: Fae (Without, Invisible to Spirits, can see spirits), Lesser Regeneration, Athletics Focus: Climbing (or swimming)
Disadvantages: Fae (Major Foible (Psychopath), Minor Foible (any), Weakness (Cold Iron) ), Nonhuman Appearance

Nachlath (10cp)
Coal-skinned, six foot tall and snappably skinny. Nachlath have razor sharp teeth and a silken membrane running from their wrists to their knees that serve as primitive wings.
Abilities: +2 Athletics, -1 Toughness
Advantages: Fae (Without, Invisible to Spirits, can see spirits), Leaping, Glide, Darksight, Athletics Focus: Climbing (or swimming)
Disadvantages: Fae (Major Foible (Extremely Hierarchical), Minor Foible (Ravenously Carnivorous), Weakness (Cold Iron) ), Nonhuman Appearance

Wälderälf (10cp)
Grim immigrants from Yggdrassil who followed Mab when she campaigned against Odin. These älfr ward Mab's realm against intruders.
Abilities: +2 Perception & Marksmanship, +1 Athletics
Advantages: Fae (Without, Invisible to Spirits, can see spirits), Attractive, Animal control (Dogs & Wolves), Wäldergeist arrows
Disadvantages: Fae (Major Foible (Will Not Wear Metal), Minor Foible (Any), Weakness (Cold Iron) ), Nonhuman Appearance, Allergy (Alcohol - Causes profuse Vomiting)
Wäldergeist Arrows cause any wooden weapon swung or ammunition fired to fly straight through wood as if it weren't there, including trees, walls, wooden armor etc.

Fae Advantages

Alpha Void - 5cp
The fae is dangerous for a psychic to interact with and jarring for them to be around. A psychic trying to use a psychic power on an alpha void takes 10 damage with no soak allowed. The power then fails because the alpha void is a Fae. An alpha void attacking any kind of psychic in melee adds their willpower to the damage.

Siren Song - 6cp
The fae knows a seemingly harmless siren song as alluring as it is beautiful. As hypnosis, however the target must be able to hear the faerie. At sea, the faerie's voice carries for a mile and can target a number up to the fae's socialise score.

Snakeblood - 6cp
As lesser regeneration. Additionally, drinking a half pint of the faerie's blood causes an injured creature to regain lost hitpoints equal to the faerie's toughness. Faerie snakeblood is a sought after component in occult circles.

Stone Stare - 10cp
This only develops naturally in particularly vicious or spiteful fae. Short Range, 25 damage, Willstrike. If this ability kills the victim, they instead turn to stone. This can be reversed with the blood of a fae with the snakeblood power.

Terrible Scream - 10cp
The fae has learned to project a mighty scream where the sound waves violently jolt the target's bones and internals. Short Range, Area, 13 damage, Willstrike. Does not affect deaf creatures.

Deadly Scream- 20cp
The greatest and most terrible of banshees have refined their scream into a deadly and unavoidable weapon. Short Range, Area, 20 Damage, Willstrike, +3 to hit. Does not affect deaf creatures.

Wychspark - 2cp
Ranged, 10 damage, Willstrike. Although it appears to be a fiery spark projected from the finger, this attack is nonelemental.

Wychfire - 5cp
Ranged, 15 damage, Willstrike. Although it appears to be a streak of fire projected from the finger, this attack is nonelemental.

Wychblaze - 10cp
Ranged, 25 damage, Willstrike. Although it appears to be a great burning ball projected from the palm of the hand, this attack is nonelemental.

Willstrike: The power is an attack on the mind, rather than being entirely physical. The target's willpower is used in place of their normal soak.