Fey Rogues

Those who use fey magic for crime.

Arcanist

Type: Spy

One who keeps a secret that literally no one else has gains strength from that secret, granting them the ability to hide things relating to that secret. This is the source of magic for arcanists, spies who wield the arcane shadow.

To wield arcane shadow, first, they must find a secret that no one else has. This is easier than most believe, as many things about a person are secret simply because no one else cares to find out. But they must realize and accurately identify a piece of information they know or have found that no one else knows.

Then, they must attune to this secret via seven whispers. The first is to whisper the secret to a mirror. Second is to whisper the secret to an empty room. Third is to whisper the secret to a footprint (or other symbol of passing). Fourth is to whisper the secret to a veil. Fifth is to whisper the secret to a locked box. Sixth is to whisper the secret to a moment of silence. Seventh is to whisper the secret to a shadow. They must do all of these without anyone else finding the secret out. If they do this successfully, the shadow will ripple with castory darkness.

If they then step into the shadow, they will see all of their own secrets for a brief moment. They must remember at least seven of them. If they do, they will have powers:
  • Locked secret: anything relating to one of their seven secrets may be kept hidden behind a password if they actively choose to do so.
  • Arcane revelation: for the cost of a single secret, they may know what is missing.
  • Veiling: a shadowy veil may descend over their face, making it almost impossible to remember.
  • Arcane empowerment: if they share one of their secrets with up to seven people, they can form a bond with those people and share STH bonuses with them.
  • Secret-binding: if they spend a secret, they can bind a place or object with it that hides the place or object.
  • Arcane sense: they will know when something is being hidden from them, but not what is hidden.
  • Viewing the unknown: at the cost of a secret, they can look into the power of mysteries and secrets, the unknown beyond the veil of reality, and if they survive without erasing themselves from existence, they will be able to ask the GM for one answer.
  • Soft voice: they may relate a newly found secret over great distances.
  • Questions: they may bind someone they are interrogating into a game of Questions, wherein each is bound to answer, but this risks exposing a secret. They may ask seven questions each.
  • Deletion: they can erase someone from existence at the cost of all of their secrets.

Arcanists are extremely powerful spies, the best in the world.

PRO +1 ATH +2 STR -2 AWA +3 WIL +1 PRS / STH +4

Fuala

Type: Quack

A fuala studies traditional medicine to learn how to heal, and most of their abilities are use of herbs and medicinal practices. They do, however, take on magical powers from fey benefactors to help heal more difficult injuries, maladies, and diseases. They gain these powers by trading bits of their own life to the fey, a few hours or days at a time, depending on what they need. This causes them to age prematurely.
Malady Time lost
Flesh wound 1 minute
Mild fever 30 minutes
Normal wound 1 hour
Hayfever 3 hours
Moderate fever 6 hours
Minor illness 9 hours
Weak poison 12 hours
Deep wound 18 hours
Small bone fracture 1 day
Moderate illness 3 days
Major fever 7 days
Moderate allergy 10 days
Moderate poison 1 fortnight
Moderate bone fracture 3 weeks
Mortal wound 1 month
Influenza 3 months
Major poison 6 months
Missing limb 9 months
Missing minor organ 1 year
Major illness 18 months
Anaphylactic shock 2 years
Heart attack 3 years
Missing major organ 4 years
Critical wound 5 years
Cancer 6 years
Coma 7 years
Advanced disease 8 years
Near death 9 years
Fualas can restore lost years by finding other things to pay to the fey, such as money, magic, or other abstract characteristics of themselves. Some can even decide not to heal someone and devote the soul of the dead to the fey to restore years.

PRO -1 ATH +1 STR +1 AWA +2 WIL +2 PRS +1 STH -2

Grinning Mage

Type: Grifter

To become a grinning mage, one must be recruited by them. They are very secretive and never inform others of who they are. They only operate when they know they won't be caught, and anyone who is caught is immediately stripped of their paraphernalia via magic so as not to expose the group. (Though rescues often happen later.) To be recruited, one must show a propensity for mischief, a knack for trouble, a yen for surprises.

They wear masks with distorted grinning faces on them.

Grinning mages generate and wield magic by performing stunts, incredibly, bizarre, inexplicable stunts that sew confusion and inspire mischief. The element of surprise is the most potent ingredient - they must do something no one expects. If they can devise something, grand or small, that will surprise people, they will have some ability to do it if and only if they do it entirely for the pleasure of surprising people. It must have no agenda but mischief. Furthermore, it must involve a narrative of possibility that results in the perception of an impossibility. In other words, it must be improbable, but not impossible.

The bump is the instinct grinning mages have for mischief. The moments of inspiration and the awareness of opportunities. They have this bump so long as they have their masks on their person (worn or not). Sparking is when a grinning mage has had the bump and begins to engage in improbable mischief. During this time, they have bonuses to actions required for the mischief. If they fail to achieve mischief, the spark fades and cannot be regained to achieve that particular mischief. It will only return when wholly new mischief is devised. While sparking, the grinning mage must have their mask on, and they must act quickly to take advantage of the magic.

The grin is the moment the plan come together. During this moment, the grinning mage, still masked, will bask in the mischief caused and soak in the magic through their grin, fueling themselves for the next surprise. If a grinning mage is unmasked, they will lose the anonymity needed to achieve surprises and mischief. As such, their masks vanish if they are caught, so that they are not known to be grinning men, thus exposing and destroying the power of all grinning men. Raspberries do not refer to the fruit, but to the act of blowing raspberries, which is done with the tongue to make a rude noise. Doing this while masked causes the mask to do the same, extruding a wet cloth tongue that disturbs anyone who sees it.

Once mischief is done, there is always a period where the grinning mage has to recover from the work. This varies depending on the improbability of the prank. The more absurd and improbable, the longer the recovery period is. The only exception to this is when a grinning mage's prank causes a someone who is opposing the grinning mages to break down. If this happens, they can act again instantly to finish the target off.

Grinning mages love to use firecrackers in their work. The sudden eruption is a good source of surprise, and the smoke can help provide a getaway. All grinning mages have a pocketful of these at any given time. All grinning mages can pull a large, iron-scaled rainbow trout out of their pockets and slap people with them if they are sparking and need to drive people away from their mischief. It has no wound score, nor can it cause coma. Its stun power is either 13 or +3, whichever will get the best result.

PRO +1 ATH +1 STR -2 AWA +2 WIL +1 PRS +2 STH +2

Heulian

Type: Counterfeiter

Heulians use magical bonds to connect objects or materials to create counterfeited currency or valuables. They use special threads made of feathers that can resonate with bonding magic to connect their target materials.

They gain the power to do this by bonding with a powerful fey being. When they do this, they run the risk of losing part of themselves to the fey who bonds with them; many heulians are missing an innate power because they lost it in a failed bonding ceremony before eventually succeeding. When they succeed, the fey gives them the power to wield and sense bonding magic via their special feather-strings.

A heulian can take any two inanimate objects and connect them by tying feather strings around them. When they do this, they must hold the one they want to give some or all of its properties to the other object. Then, they WIL it to transfer. The difficulty is based on many factors, including how abstract the quality is, the difference between the two objects, and how familiar they are with the materials.

Most commonly, they take a single gold mynet and transfer its softness, color, and appearance to cheaper metals, making dozens of fake mynets for every one mynet they use up. However, they can do this with any two materials or objects.

PRO -1 ATH -1 STR / AWA +2 WIL +2 PRS -1 STH +1

Liabhairin

Type: Bookie

Pronounced "liawrin". These bookies gain their ability to take esoteric bets by winning their powers in a bet with a powerful fey being. If they think they can win, they go to the fey or other fey powers and make a deal - if they succeed, they gain the powers they seek. If they fail, they become a servant to the fey or fey powers for seven years. Most fail. The bet always involves something absurd and improbable, and those few who succeed usually do so out of incredible cunning.

The liabhairin keep books that seem mundane, but which have invisible ink that keeps records of the esoteric bets. People come to them to bet on mundane things - races, games, betting pools - or strange things - if the cock will crow thrice before dawn, if the next day will see a red sun, if a child will live to thirty, etc. Whatever the bet is, if it has an abstract wager, it is written in invisible ink, and the bookie can collect on it. These strange things they gather - True Names, years of life, memories, stories, abilities, etc. - are owned by the fey or fey powers, but the liabhairin takes a cut of one out of every seven. Thus, they have a very odd collection of powers, abilities, and magicks that others do not have.

During character generation, they will roll 2d4 to see how many things they have, then a d100 enough times to pick out what they end up with. If they roll a power they already have due to their species, they may reroll. If they do this three times in a row, they simply don't get a power for that roll.
Roll Result
1 +7 years of life
2-3 Elemental resistance
4-5 Flight
6 Good luck edge
7 1 True Name
8-9 Memories of a noble
10-11 Waterbreathing
12 A night full of dreams in a box
13 A minor magical weapon or armor
14-15 Immunity to disease
16-17 11 in a science of player's choice
18-19 +3 in a base stat of player's choice
20-21 Someone is on a quest for them
22-23 Memories of a merchant
24-25 Youth in a bottle
26-27 Resistance to one celestial power
28-29 Someone owes them their first born child
30-31 Someone's chance at true love
32-33 Empathy
34-35 Someone's nostalgia for a certain food of the player's choice
36-37 11 in a language of player's choice
38-39 Someone's determination
40-41 +7 years of health
42-43 Telepathy
44-45 One random infernal power from an infernal species
46-47 Resistance to one infernal power
48-49 Vanish for 30 seconds 3/day
50 Someone must kill someone for you
51 11 in an athletic ability or sport of the player's choice
52 11 in a social skill of the player's choice
53-54 Memories of a scholar
55-56 Soulsight
57 11 in a weapon skill of the player's choice
58-59 11 in a different criminal skill of player's choice (not one of another PC)
60-61 Blood empowerment (bathing)
62-63 Someone else's gender
64 Random spirit power
65-66 Animal speech
67-68 Wisdom in a bottle
69 Random other fey power
70 11 in a lore of the player's choice
71 Random fairy power
72 Someone's faith in a bottle
73 Random terata power
74 Someone's most cherished memory
75 Random spirit folk power
76 Someone's sexuality
77 One-time wish granted
78-79 11 in an artistic skill of player's choice
80-81 Plant speech
82-83 Memories of a priest
84 Someone's best friend
85-86 Someone's courage
87-89 One random celestial power from a celestial species
90-91 Fungi speech
92-93 One random elemental power from an elemental species
94-95 One random unaligned power from an unaligned species
96-97 11 in a crafting / making / artisan skill of player's choice
98-99 One-time question of the GM
100 One-time resurrection
PRO / ATH / STR -1 AWA +3 WIL +2 PRS +1 STH /

Occulscript

Type: Vandal

Vandals who wield a weaker version of arcane shadow than their arcanist friends.

One who keeps a secret that literally no one else has gains strength from that secret, granting them the ability to hide things relating to that secret. This is the source of magic for arcanists, spies who wield the arcane shadow.

To wield arcane shadow, first, they must find a secret that no one else has. This is easier than most believe, as many things about a person are secret simply because no one else cares to find out. But they must realize and accurately identify a piece of information they know or have found that no one else knows.

Then, they must be trained by an arcanist to wield that secret in their art. The arcanist will trade the secret of the occulscript for the power to use something known as Runner Sign.

Runner Sign is a form of graffiti that appears to be mundane street art on the surface, but contains shadows within it that convey information to anyone in the know.

Occulscripts use this power to create complex graffiti around the city.

PRO +1 ATH +3 STR -2 AWA +2 WIL / PRS +1 STH +2

Pied Piper

Type: Kidnapper

The pied pipers are terrifying. Everyone is afraid of them. Though they get by day to day keeping houses and bases free of vermin, they are known for taking away children. Their powers come in part from their musical talent, in part from their magical pipes, and in part from the fact that they sold part of themselves to a powerful fey. Most have given up some of their better emotions (including love, compassion, kindness, generosity, or fear), fonder memories (their entire childhoods, their first loves), or their entire souls. Some have given up body parts, and not reasonable ones (hearts, livers, stomachs) that they inexplicably live without, though not without problems arising from it. They always have lips, tongues, teeth, mouths, larynxes, throats, and lungs to play pipes with.

They start with the following songs:
  • Rat's Lullabye: a song that calls vermin and puts them to sleep so they might be exterminated.
  • Marching to the Sea: a song that calls children to follow the pied piper away.

And at least one of the following, though others may be possible:
  • Maypole Dance: a song that encourages ardor and dancing.
  • Mermaid's Tune: a song that makes people want to go swimming, even if they don't know how.
  • The Drinking Song: a song that makes people drunk.
  • Violet Symphony: a song that creates illusions.
  • The Teddy Bear's Picnic: a song that summons teddy bears to picnic and dance... and kill.

Pied pipers work for themselves or other powerful fey.

PRO / ATH +1 STR / AWA +2 WIL +2 PRS -3 STH /

Poitigeir

Type: Cooker

Pronounced “potigare”. They collect the mushrooms from fairy rings to make drugs with. This causes them to permanently hallucinate, which in turn gives them bizarre insights and powers. And allows them to make the most potent drugs in the world.

Just picking a mushroom from a fairy ring is generally safe, but doing so over and over again with apparent intention draws the ire of the fey. Doing so as a friend of the fey still draws their ire. Doing so and making concoctions from it results in being struck with permanent hallucinatory state. This makes them see the following:
  • Ancestral sight: they view some people as that person’s ancient ancestors. (1)

  • Dream sight: they view some people as the last dream that person had. (2)

  • Fear sight: they view some people as that person’s worst fear. (3)

  • Legend sight: they view some people as their cultural heroes or legendary figures. (4)

For each new person they meet, they roll a d4 to determine which one they see. While nothing they see is real, it is all true.

The powers the mushrooms and fey ire grant them as they work include the following:

  • Fungal lore: they know much about fey fungi without really studying it.

  • Intensify mushroom: the effect of a mushroom can be intensified by the breath of a poitigeir.

  • Molding touch: if they enter an emotionally distressed state, their touch causes anything living to mold, power of 11+.

  • Random geas: because they have drawn the ire of the fey, poitigeirs end up having to do strange tasks to assuage that ire. Completing a task alleviates the intensity of their hallucinations. Not completing a task in a certain amount of time causes their hallucinations to intensify.

  • Sporing: hallucinatory spores spread from the poitigeir when they shiver, shake their head, or tremble in any way. Though these exist only as an hallucination, they still can spread to others causing them to hallucination. 20’ diameter range, power of 11+. Everyone is affected, even if they are an ally. They prevent this by washing their hair much more than usual.

The intensity of their hallucinations runs on a scale of 1 to 12. They roll a d6 at the start of the campaign to see where they start. A 1 is mild auditory hallucinations with some rippling effects visually. A 5 or 6 is strong auditory and visual hallucinations but the ability to distinguish those from reality. A 12 is a complete divorce from reality.

The drugs they create are as follows:

  • Ashlin: dried mushroom pills that are the most powerful hallucinogen possible.

  • Backa: powdered mushrooms that give a heightened sense of awareness with mild hallucinations.

  • Colla: mushroom tea that causes a deep sleep with intense dreams.

  • Sasta: dried mushroom pills diluted to allow simply a sense of intense happiness.

They all last about six hours, and all of them have an intense comedown period of about six hours per dose.

PRO / ATH / STR -1 AWA +2 WIL -1 PRS -1 STH /


Rambler

Type: Gambler

Fortune is an energy that cannot be controlled, but it can be nudged. Tweaked. Maybe. If you're lucky. And it can be sensed. Ramblers can sense the winds of fortune. Like anything to do with fortune, this ability develops by chance, usually when they are young, and it comes with a price. How they sense the winds varies - each rambler has a different way of interpreting it, and it is not unusual for them to have it slightly wrong. Being able to sense the winds is called "being touched".

Those who can sense and choose to follow the winds of fortune become subject to the whims of those winds, meaning they risk falling on hard times. For ramblers, those hard times often leave them adrift in the world, hence their name. This is determined by the classic set up of triple rolls. A triple roll will alter the rambler's luck:
  • Triple 1s: luck lowers by one level
  • Triple 2s: luck lowers by two levels
  • Triple 3s: luck raises by three levels
  • Triple 4s: luck lowers by three levels
  • Triple 5s: luck raises by one level
  • Triple 6s: luck bottoms out
  • Triple 7s: luck tops out
  • Triple 8s: luck lowers by four levels
  • Triple 9s: luck raises by two levels
  • Triple 10s: luck raises by four levels

The levels of luck are as follows:
  1. Calamity
  2. Very bad luck
  3. Bad luck
  4. Neutral
  5. Good luck
  6. Very good luck
  7. Miraculous

A person with calamitous luck will be unable to succeed at any roll and horrible things will happen to them. A person with miraculous luck will be unable to fail at any roll and amazing things will happen to them. With very bad luck, they will always take the low die on rolls and bad things will happen to them, while a person with very good luck will always take the high die and good things will happen to them. With bad luck, they will always take the low die, but no narrated bad things will happen to them. A person with good luck will always take the high die, but no narrated good things will happen to them. A person wtih neutral luck takes the middle die and has no narrated effects upon them.

Calamitous luck cannot be escaped except by tripling out. Miraculous luck will go away very quickly. The more extreme the luck, in either direction, the more improbable events become around them.

Following the winds of fortune also means they are driven to wander. Ramblers see the world as full of opportunities. They seek to find them.

A rambler's primary occupation is gambling. While they use the typical skills of all gamblers - reading people, assessing the odds, the occasional cheating - they rely far more on luck than others.

A tell for a gambler is some quirk, some action, some common gesture that informs them what another person is about to do. But for a rambler, tells are also what informs them of the nature of the winds of fortune. It's how they sense the winds. This varies for every rambler. For some, it might be the feeling of breath upon the back of their necks. For others, it's a twinge in their knee. For some, it's when a clock strikes seven when it's not actually seven. For others, it's when something narrowly misses them. The variation is extreme, and sometimes, the ramblers are wrong about their tells.

Ramblers believe they can nudge the winds of fortune through a variety of superstitions. If they have seen a tell, they believe the winds of fortune are flowing their way - that they have good luck - and that this can be embraced if they do certain things. The most famous of these is blowing on dice before rolling them, but these superstitions vary greatly. It can be something more broad, such as not sleeping with your head on a pillow for a week after seeing a tell, so as to maintain good luck, or crossing yourself twice before making a bet, or even something completely unseen, like counting to seven seven times before each hand. Most revolve around acts of gambling, but some are less specific. These will, if they work, temporarily boost their luck up to three levels if their luck is good or lower. If their luck is very good or miraculous, these will instead simply cause narrated good things to happen. If their luck is calamitous, these will not work unless they roll a triple to get out of calamitous luck.

For all ramblers everywhere, the number seven is lucky. Doing something seven times will bring luck. Seeing or engaging with the number seven will always indicate a positive shift in luck.

If a rambler makes a bet, their luck will control it more than anything else. Placing any bet, no matter how big, no matter how small, engages the winds of fortune (unless other energies are already at play). Once a bet has been made, the rambler's sense of the winds will heighten as well, and they will know they have a short window to engage one of their superstitions (if not already applied).

Escalating the risks on a bet will heightened the winds of fortune even more, raising them to extremes and pushing luck either to calamitous or miraculous if done enough. Ramblers use this recklessly sometimes.

Like anyone touched by the winds of fortune, ramblers have insights and intutions they cannot explain, brought on by straight rolls and some variants:
  • 012 roll: flicker - rambler knows something important has happened or will happen, but not what.
  • 050 roll: major intuition.
  • 123 roll: mild intution
  • 234 roll: vague insight.
  • 246 roll: major intuition.
  • 345 roll: same as last straight.
  • 369 roll: clear insight.
  • 456 roll: vague insight.
  • 567 roll: mild intuition.
  • 678 roll: moment of distress - wild misunderstanding.
  • 789 roll: thunderbolt moment - perfect understanding.
  • 890 roll: clear insight.

Note on 0 rolls: a roll of 0 is a roll of 10, but because the classic d10 shows 0 as a zero, these can be interpreted as such when it comes to straights. A roll of 050 is not actually calculated for gameplay purposeds as 0, 5, 10, but still 5, 10, 10. However, it will still be considered a straight.

An insight is a clear understanding. An intuition is a certainty without understanding.

Slot machines are always rigged with misfortune. Always. Therefore, no amount of superstition or other luck-tweaking can affect them.

PRO / ATH +1 STR -1 AWA +2 WIL -2 STH +2 PRS +2

Wilderrave

Type: Pirate

Wilderraves are pirates who wield wild magic.

The power of magic is not always stable. In areas where magic is stronger, instability seeps in over time, and places where the energies of chaos and disorder are present become unstable much faster. This creates an energy called wild mana, which can be sensed by some who are more sensitive to the presence of magic. The use of magic in areas of wild mana, sometimes called blue zones, can risk surges of random effect. A wilderrave is a walking blue zone, and every use of magic by the wilderrave causes such a surge. Anyone within 10' of them also risks the same effect.

To become a source of wild mana, a wilderrave has a few options. Some accidentally become this way by trying and failing to use magic. Others gain it intentionally by invoking the effect via a ritual, though this comes with the risk of burning them out and taking away all of their magical powers. And others still have it inflicted upon them by irate fey. Most of the wilderraves do it by bonding to other wilderraves in their pirate crews and performing a dangerous ritual. They use this magic to terrorize their victims on the seas.

A wilderrave has a trigger. They can pull this metaphorical trigger by doing something specific to them as an individual. This can be use of one of their innate powers, speaking a fragment of a spell, using a specific magical object, or some other use of magic. This then requires the roll of a d100 to determine the effect. The wilderrave then rolls their WIL to try to force the effect to affect those they wish to be affected within range. If they fail, the effect hits the wilderrave and everyone within range of them. If they succeed, it hits everyone within range of a point they decide upon. Normal success/fail - 10', special success/fail - 20', exceptional success/fail - 40', critical success/fail - 75'.
Roll Effect
1 All magic of the target is completely and permanently drained
2 Everyone within range dies
3 Everyone within range is bound in a circle of magic equal to the range for 15 seconds; those who fail WIL vs. 11 suffer -6 permanently to one magical power or skill
4 A tidal wave hits the size of the range of the spell; everyone who fails an ATH vs. 14 roll starts to drown
5 Everyone within range is fused into a single being
6 Everyone within range falls asleep and shares a dream
7 Everyone within range experiences good luck
8 Everyone within range experiences bad luck
9 Everyone within range is afflicted with cabin fever
10 Everyone within range are swallowed into a maelstrom, rolling ATH vs. 14 or drowning
11 Everyone within range is hit by a blast of pure mana; anyone who fails a WIL and STR vs. 11 suffers physical and metaphysical damage
12 The True Name of everyone in range is exposed for 15 seconds; those who fail their best base stat vs. 11 lose 6 points of their best stat
13 Explosions go off and surprise everyone within range; anyone who fails ATH vs. 11 suffers fire, smoke, and concussive damage, lose their hearing, and are traumatized by surprises for the rest of their lives
14 Everyone within range loses all of their money
15 The personality of everyone within range is altered physically for 15 seconds; those who fail a PRS vs. 11 roll permanently lose up to six motivations
16 Everyone within range knows everything about everyone else within range
17 Everyone within range is teleported to the nearest port
18 Everyone within range becomes rich
19 The deep emotions of everyone in range intensify to the point of incapacitation; those who fail PRS vs. 11 enter catatonia
20 Everyone within range is consumed by fey mist and is lost forever
21 All magical powers of those within range switch to a different alignment (celestial to elemental, elemental to fey, fey to celestial, unaligned to infernal, infernal to unaligned)
22 Everyone within range is overcome by sexual attraction to one another
23 Everyone within range is healed of all recent wounds and illnesses
24 The subconscious mind of everyone in range becomes their conscious mind for 15 seconds; those who fail WIL vs. 11 become animalistic
25 Everyone within range loses a magical power
26 A ship within range is radically transformed
27 Everyone within range is granted a new magical power
28 Everyone in range is teleported to the nearest trading lane on the seas
29 Everyone within range suffers a deep wound
30 Everyone within range grows 10' in size but does not gain equivalent mass, becoming stretched and strange; those who fail STR vs. 11 are permanently altered
31 1-8 fey fish or aquatic beasts appear within range and attack all targets
32 Everyone within range is inflicted with an uncomfortable truth about their lives
33 Everyone within range forgets where they were going
34 Everyone within range finds their imagination becomes palpable, and images in their minds become real, for 15 seconds; if they fail an AWA vs. 11 roll, this lasts for 15 days
35 Everyone within range becomes very, very drunk
36 Everyone within range is stunned
37 Everyone within range is hunted by the Wild Hunt if they ever return to land
38 Everyone within range is sealed in a sigil of binding; if they fail a WIL vs. 11 roll, their bodies begin to decay
39 Everyone within range suffers a broken bone
40 The bodies of everyone in range become illusory for 15 seconds; those who fail STR vs. 11 are permanently faded into dream beings
41 Fairy lights erupt within range, causing everyone who sees them to fall into wild confusion for 15 seconds; those who fail an AWA vs. 11 roll permanently suffer -6 to one lore
42 Everyone within range is thrown three years into the past
43 Everyone within range is hit with lightning; if they fail an ATH vs. 11 roll, they suffer 14/21/28/35 damage
44 Everyone in range is sealed in dreamstone; if they fail an AWA vs. 11 roll, the stone is solid, if they succeed, it is illusory
45 All metal and stone within range melts
46 Everyone within range begins a quest
47 Everyone within range feels nourished and well fed
48 Everyone within range suffers a wound that is also felt by people within 100 miles who look like them
49 The secrets of everyone within range are exposed for 15 seconds; those who fail STH vs. 11 lose 6 points of PRS
50 All wood and fabric within range erupts into flame
51 Everyone within range owes a debt to the wilderrave
52 Everyone within range forgets the past and is unware of the future for 15 seconds; anyone who fails an AWA vs. 11 roll will never regain their awareness
53 Gravity stops working within range
54 Everyone in range is bonded to one another, causing them to exchange feelings, base stats, innate powers, and weaknesses for 15 seconds; those who fail a WIL vs. 11 roll maintain the bond for 15 days
55 Everyone within range begin fighting with one another
56 Everyone within range loses their voice for 15 seconds, and all sounds cease in that area; anyone who fails AWA vs. 11 roll loses their voice permanently
57 Everyone within range is sealed into a seashell
58 All inanimate objects within range come alive and attack every living thing near to them
59 Everyone within range share a fate that will be met in the next 15 days; the afreolus rolls a d10 - 1 is a fate of death, 10 is a fate of prosperity
60 Everyone within range is covered in fey waters that they will drown in if they fail an AWA vs. 11 roll; if they succeed, they become a gwalc'het
61 Everyone within range is shifted into an alternate version of themselves (effectively, three motivations profoundly change)
62 Mirror images form of everyone within range
63 Everyone within range is forgotten and becomes a missing person if they fail a roll of PRS vs. 11
64 The souls of everyone within range are afflicted with a geas that will sap them of innate abilities if they do not complete a quest within a year and a day
65 Everyone within range is sealed in fey frost; if they fail an AWA vs. 11 roll, they suffer damage, if not they are unfazed
66 Everyone within range is sealed in fairy silver; anyone who fails an AWA vs. 11 roll experiences permanent delusion
67 Everyone within range turns into salt
68 Everyone within range must perform a full play in the space before they are allowed to leave
69 Everyone within range is polymorphed to a form of similar size
70 Everyone within range is lost in shadows for 15 seconds; anyone who fails a PRS roll vs. 11 vanishes permanently into shadow
71 The worst nightmare of everyone within range comes alive in range
72 A massive fey wind hits the target area and throws everyone 15 yards, causing damage to anyone who fails an ATH vs. 11 roll
73 Everyone within range is burned with faeriefire; anyone who fails an AWA vs. 11 roll believes it is real and burns; those who succeed are unharmed
74 Any large structure in range collapses; if only part of it is in range, that part collapses
75 Everyone within range is hit with shards of glass; if they fail an ATH vs. 11 roll, they suffer 9/14/20/26 damage and become see-through and drunk
76 Everyone within range succumbs to their intrusive thought and acts on violent impulse
77 Any children within range are swapped with changelings
78 Light vanishes from the target area and all within the space are lost if they fail a perception vs. 11 roll
79 A cloud of spores from fey fungi erupts within range, causing intense hallucinations
80 A stinking mound of rotting compost erupts out of the ground within the target area
81 A loud sound rips through the target area; everyone in range rolls STR vs. 11 or suffers 10/15/20/25 damage
82 Everyone within range is afflicted with a strange disease
83 Everyone within range begins babbling nonsense for 15 seconds; anyone who fails a PRS vs. 11 roll never recovers
84 Everyone within range becomes a different color that is not natural to their species; if all colors are natural to their species, they become clear
85 Everyone within range is paralyzed
86 Everyone within range suddenly have the same appearance for 15 seconds; anyone who fails a PRS vs. 11 roll is stuck in this form
87-89 The target area becomes a blue zone permanently
90 Everyone within range is trapped in someone else's story for the rest of their lives
91 Everyone within range is poisoned; they must roll STR vs. 11
92 Everyone within range grows an extra limb
93 Everyone within range changes occupation
94 Everyone within range is hit by fey blades that damage both mind and body, 6/13/19/25, mind is WIL vs. 11
95 Everyone within range changes species
96 Everyone within range remembers a story from their childhood and begins weeping
97 Everyone within range changes gender
98 The target area is filled with dangerous crustaceans
99 Everyone within range gains +6 to their best skill
100 Everyone within range is transformed into a legendary form
Wilderraves work in dangerous pirate crews who embrace chaos and danger. They live lives of incredible risk but great reward.

PRO +3 ATH +2 STR +1 AWA +1 WIL +2 PRS +1 STH +1
Topic revision: r3 - 30 Mar 2026, SallyJaneBlack
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