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Faery's Tale Deluxe - Etud

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— Faery Princesses & Magic Wands —<br />

For Kids<br />

Some younger players may be<br />

satisfied playing faeries that never<br />

change, but most older children and<br />

adults like to see their faeries gain in<br />

experience, talent, and social standing<br />

over the course of the game. The rules<br />

for titles, boons, and charms provide<br />

some milestones by which you can<br />

measure the progress of your faery as<br />

her life story unwinds. These rules also<br />

provide some handy goals to which<br />

your faery can strive, such as earning<br />

the rank of faery princess or finding<br />

the lost faery Sword of Truth.<br />

The faery then spends from 2 to 20 boons<br />

(based on how the Narrator thinks it may<br />

affect the game; a needle of sewing might<br />

cost only 2 boons while a sword of trollslaying<br />

might cost 15 or more) and sacrifices 5<br />

Essence motes, creating the charm.<br />

Most named charms are about as smart as<br />

a dog. They can understand simple spoken<br />

instructions, remember people they’ve met,<br />

and generally try to do the right thing. Almost<br />

all named items can talk.<br />

In addition, anything named in the faery<br />

realms has its own personality. At the very least,<br />

such charms are eager to do their assigned tasks;<br />

Jared Broom of Eversweep is always trying<br />

to get out of the closet to clean, for example.<br />

Unfortunately, what personality<br />

— 56 —<br />

a charm has isn’t entirely up to its creator or<br />

owner: while some charms may work especially<br />

hard or be loyally resistant to theft, others will<br />

argue with their owners or try to sneak away<br />

from them.<br />

When a named item is created, the<br />

Narrator selects the item’s personality and<br />

secretly decides on an unknown or unintended<br />

feature of it, that can range from a personality<br />

quirk (an always-full plate that refuses to<br />

create sweets until after it sees its owner eat<br />

a balanced meal, or sure-grip gloves that<br />

only stop talking to each other when they’re<br />

holding things), to a side effect (an ever-sharp<br />

sword that turns its owner purple if he ever<br />

tells a lie, or a self-styling hairbrush that glows<br />

brightly when used), to a restriction (a knife of<br />

carving that won’t function at night, or a hat<br />

of many colors that can only change colors a<br />

certain number of times per day), to a special<br />

goal (a self-playing harp that always seeks to<br />

escape its owner, or a suit of armor that does<br />

its best to earn its owner fame at any cost),<br />

to an extra power (such as looking glass that’s<br />

particularly wise, or shoes of speed that are<br />

more potent in moonlight). A very powerful<br />

charm (one costing more than 10 boons to<br />

enchant) may have multiple secret features, in<br />

part designed to prevent it from being used to<br />

solve all the faery’s problems.<br />

The charm’s personality and secret features<br />

are things for the faery to discover over time;<br />

despite being created by a player’s faery, the<br />

Narrator speaks for a talking charm and<br />

effectively runs the charm as one of the other<br />

characters in the story, just like<br />

the animals, monsters, and<br />

people the players’ faeries<br />

meet.

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