Faery's Tale Deluxe - Etud
Faery's Tale Deluxe - Etud
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.