Faery Blood

I.D.1.i.(1) Faery Blood

A Faerykin with the advantage of Faery Blood has received a strong mix of true Faery blood in his or her heritage. As a result, the individual receives many magical aids as well as some notable vulnerabilities.

  1. Stealth of Movement
  2. Faery Blood bestows an ESL bonus of +1 to all Stealth checks made by the character.

  3. Resistance to Enchantment
  4. Faery Blood allows the character to resist certain spells much more effectively. The character receives a bonus of 10% + EMP to his or her Resistance Rolls to all enchantment, charms, and illusions spells that do not involve iron. Even if the character is normally allowed no Resistance Roll, the character may still roll versus the 10% + EMP bonus to avoid the effects.

  5. Enhanced Magical Aptitude
  6. Faery Blood makes the manipulation of certain magic easier and more powerful. Faery blood bestows an ESL bonus of +1 to Spellcraft for the purposes of casting and hanging spells. Faery blood is aspected, very similarly to elven magic. By 2nd level, someone with Faery blood will have discovered his or her aspect. The Aspects are:

    A character with Faery Blood has an ESL bonus of +2 with all spells of their Aspect. Furthermore, if the target does not have at least one pound of iron per level of the character, he or she makes all Resistance Rolls at -10%. Faery Blood will also allow the character to use the spells of the Faery, should the character ever gain access to these powerful arcane. Further abilities related to the aspect are gained as the character advances, but the exact nature of these abilities are a closely guarded secret of those with Faery Blood.

  7. Sensitivity to Magic
  8. An individual with Faery Blood may Detect Magic by Touch. This may be done with ease once per night per level of the character. Further attempts may be made at the cost of 1 Fatigue per attempt, e.g. 1 fatigue for the 1st try, 2 fatigue for the 2nd try, etc. The detection is done as a Resisted Empathy check. Base Difficulty to detect the Aura is 10, and base difficulty to determine aspect is 13 for the character's own aspect (see below), and 16 for all other aspects. This ability may be triggered involuntarily when the character comes into physical contact with magic. Intentionally invoking this ability may take as long as ten seconds. For every point of success of the Empathy check, the time required is reduced by one.

  9. Calling the Faery Lights
  10. Beginning at 1st level, a character with Faery Blood may invoke a Faery Light once per night per level. This requires an EMP check (Diff: 14), and at least three seconds of concentration. Further attempts may be made in the same fashion as further detect magic attempts, i.e. at the cost of 1 Fatigue per attempt, e.g. 1 fatigue for the 1st try, 2 fatigue for the 2nd try, etc.

    When a Faery Light is called, the Faerykin creates a field of glowing light, equal in size to about four times that of a torch or lantern. Larger lights may be created by calling more than one. The Faery Lights move as the Faerykin desires, forward or back, straight or turning corners, without concentration upon such movement by the Faerykin. It may even be divided up into as many as four separate areas, but never increasing the total area of glow or the total amount of light. The ability cannot be used to cause blindness, and it winks out if the range is exceeded. The maximum range the light can be sent to is equal to the characters EMP score times his or her level in yards. The light only lasts for about three minutes per level of the Faerykin. The Faerykin who invokes this ability and concentrates on a specific target may cause the faery light to outline the target in an apparently flaming aura. This can only be done if the Faerykin can clearly target his or her subject. If the intended subject is invisible, hidden, or obstructed from view in some way, then the effect fails. Outlined objects or creatures are visible at 80 yards in the dark, 40 yards if the viewer is near a bright light source. Outlined creatures are easier to strike, and thus opponents gain a +10% connection bonus to attack rolls in darkness (including moonlit nights) and a +5% bonus in twilight or better.

  11. Vulnerability to Iron & Silver
  12. Faery Blood makes the individual more vulnerable to damage from certain metals, particularly iron and silver. Iron or silver weapons that inflicts physical damage will inflict an additional physical damage point. Iron will actually make the character uncomfortable, and extended contact may cause damage or blistering. All damage inflicted by iron has an additional 1 added to the shock value multiplier to reflect the amount of pain that iron causes those with faery blood. Thus, a cut the arm would have a multiplier of 2 instead of 1, and a cut to the head would have a shock multiplier of 4 instead of 3. Silver does not effect those with faery blood nearly so strongly, and handling or wearing silver causes no difficulties.