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Faery's Tale Deluxe - Etud

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Call for Help<br />

If only your friend the bat were here, he’d be<br />

able to guide you through the dark cave. Or<br />

if Mara, the pixie who sent you on this quest,<br />

were here, she could tell you what to do next.<br />

Or if the Faery Queen was here, she could<br />

heal all the faeries in the group.<br />

You can spend 2 Essence motes to have an<br />

animal friend or another faery show up in the<br />

nick of time to help your faery win a fight or<br />

face some other challenge. The faery will be<br />

about the same ability level as the rest of the<br />

group; an animal friend will be the equivalent of<br />

any other animal friend already with the group.<br />

You can spend 3 Essence motes to summon<br />

a more powerful faery to aid yours. She will<br />

probably be more experienced than your<br />

faery, and will demand a boon in return for<br />

her service. She’ll also probably lecture your<br />

faery about why she got into trouble and what<br />

she can do to prevent that sort of thing from<br />

happening in the future.<br />

Or you can spend 4 Essence motes to have<br />

your faery summon Leanan, queen of the good<br />

faeries. This brings her to your faery’s present<br />

location but doesn’t guarantee her aid. Your<br />

faery must persuade Leanan to help. The Faery<br />

Queen loves her subjects but dislikes being<br />

called to solve problems that faeries could have<br />

handled on their own. If she decides that your<br />

faery doesn’t really need her help, Leanan will<br />

leave, but the spent Essence won’t be refunded.<br />

Manifest Gift<br />

Normally, faeries are limited to Gifts purchased<br />

in creation. Yet the fey are capricious magical<br />

beings only loosely bound by reality. At great<br />

effort and cost, a faery in dire straits can briefly<br />

manifest a new Gift.<br />

A player may spend Essence to have her<br />

faery gain any individual Gift for the duration<br />

of one scene. The Essence cost equals twice the<br />

point cost listed to purchase the Gift during<br />

faery creation; the Gift of Seer normally costs<br />

3 points, so manifesting it temporarily costs 6<br />

Essence motes.<br />

Innate Gifts associated with a particular<br />

type of faery, such as the Gifts of Pixie Dust<br />

for pixies or Champion for sprites, cannot be<br />

gained in this way.<br />

— A Sense of Wonder —<br />

— 44 —<br />

Any Essence costs associated with activating<br />

or using the temporary Gift also must be paid<br />

as normal.<br />

Example<br />

NARRATOR: The sprite prince is too weak from<br />

his long imprisonment in the Goblin King’s<br />

dungeons to escape with you. “Go on without<br />

me,” he says. “Save yourselves.”<br />

ELIZABETH: Oh, no. If only Willow’s brownie<br />

friend, Katria, were here. She has the Gift of<br />

Empathy…hey! Using her memories of all the<br />

times Katria has unselfishly used her Gift to<br />

heal others as inspiration, Willow reaches deep<br />

within herself and calls forth her own healing<br />

powers.<br />

NARRATOR: Using the Essence power of<br />

Manifest Gift? OK, since the Gift of Empathy<br />

normally costs 3 points at creation, it will cost<br />

you 6 Essence to gain it for this scene. You<br />

realize you’ll also have to spend 1 Essence to<br />

use the Gift, and then give 1 to 3 of your own<br />

Essence to the prince, right?<br />

ELIZABETH: I have just barely enough, and<br />

we’ve got to save Prince Brand.<br />

Plot Twist<br />

Your faery finds a forgotten treat in her pocket<br />

to soothe a snarling beast. The goblins who<br />

kidnapped a unicorn leave a vital clue behind.<br />

A second look reveals a handy fallen log<br />

crossing the raging stream. The ogre chasing<br />

your faeries gets stuck in a pool of mud.<br />

You can spend 1 to 3 motes of Essence to<br />

change some aspect of the world or story being<br />

described by the Narrator. The cost (which is<br />

set by the Narrator) depends on how radically<br />

you propose to change things. A simple change<br />

that gives your faery a momentary advantage,<br />

or one that helps move the story along, costs<br />

1 Essence mote. A change that overcomes<br />

or negates a key challenge in the adventure<br />

costs 2 Essence motes. And a change that<br />

completely alters the course of the story costs<br />

3 Essence motes.<br />

The Narrator has the final say on plot twists,<br />

and can disallow proposed changes, in which<br />

case no Essence is spent. A better solution,<br />

though, is for the Narrator to suggest a similar<br />

plot twist that would be permissible.

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