Fey Seekers

Rangers, scouts, hunters, investigators, spies, messengers, and anyone who uses fey magic in travel, investigation, exploration, ranging, or communication.

Cardbearer

A wanderer who gathers stories in magical cards. Cardbearers are travelers who learn how to draw power from the story of their own journey. They often find out via trial and error on long journeys that there is a certain magical presence at various moments of the journey, but without the right tools, they are unable to capture and wield it. Thus, they seek out someone to share the lore with them. This either leads them to an experienced cardbearer or to the fey. If the latter, they need to make a deal to share some of their power with the fey to learn how to wield it, but if the former, they are usually just taught how to find and use the power.

To wield the power of their journey, they must learn to recognize the moments on the journey that generate magic. Those moments are usually turning points, moments of struggle, moments of kindness, moments of support, moments of conflict, or milestones. If they learn to recognize them and the magic they create, they can draw that magic into cards made of special materials, storing it for use later. The materials needed are of fey origin and must be gathered from the fey, but an experienced cardbearer can use their magic to simply duplicate their own materials for others to use.

Once the moment is stored in a card, it can be released later to be wielded magically. Effects vary by moment, but some examples include the following:

  • Journey’s beginning: a catalyzing moment, this magic allows for refreshing the cardbearer.

  • A gesture of support: a moment of support may replicate that support later.

  • 100th mile: a major milestone in a journey can give bonuses to the cardbearer in stats that were vital in reaching the milestone.

  • Choosing a new path: a turning point may allow the cardbearer to take an alternative path later, literally allowing them to reverse a decision and make it again within a reasonable timeframe.

  • Overcoming obstacles: the skills or powers it took to overcome an obstacle may be stored and used to give bonuses to those same skills or powers later.

  • “Keep going”: encouragement can be stored and kept for when it is most needed.

  • Journey’s end: the end of a journey may be stored and used to create barriers to others who seek to prevent a journey.

Each of these would have a more specific name and potential use because they would be personalized to a journey. For example, the journey’s beginning for a cardbearer is probably the moment they were cast out or made homeless, forced to live on the road.

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


Fool

One who catalyzes an adventure. A fool is a clown, jester, or comedic figure who follows the Fool’s Way. They start a journey without preparation and find adventure along the way that is catalyzed by their decision, thus creating magic of the lore in doing so. As followers of the Fool’s Way, they are able to sense this magic and wield it if they have the correct tools.

Fools use special walking sticks to gather their magic. At the start of their journey, they strike the ground in a specific rhythm as they walk, and if they have set out duly unprepared and without knowledge of their direction or the obstacles ahead, they will draw in magic. The keenness needed to do this is remarkable, however, and few are able to do it right.

Once someone has captured the energy of the Fool’s Way, they can wield it in various ways. As fools, they are speakers of truth and mystics, jesters and japers, and they derive magic from this as well. Fools use the following powers:

  • Send on their way: anyone they strike with their walking stick must roll WIL vs. 3 points per point of magic used or be forced to depart the area and not return for 10 days.

  • Catalyze: for the cost of 10+ points of magic, the fool may strike something with their walking stick and create an unexpected chain reaction.

  • Unseen obstacle: if they don’t see it, it isn’t there. For the cost of 4 points per point of difficulty, they may ignore an inanimate obstacle by not looking at it but feeling through or past it with a stick.

  • Good friends: anyone who is with them at the start of their journey may be granted bonuses to ATH at the cost of 3 points of magic per bonus point to ATH. This includes animal companions.

  • Grasshopper music: the fool may perform music in place of eating, finding shelter, sleeping, or drinking water at the cost of 10 points per basic need met.

  • Foolish capering: the fool may dance with a stranger and make them an unexpected ally at the cost of 5 points of magic per point of PRS bonus they use to roll against the target’s AWA.

  • Bauble speech: their staff, if topped with a head-like bauble, may speak truths that they dare not.

  • Stunning punnery: they can either roll PRS to stun anyone who can hear them with a pun or the player may make a pun relevant to the situation and roll PRS+3 to do the same.

  • Outwit step: they may roll PRS instead of STH to hide in a single step at the cost of 10 points of magic.

  • Mocking laughter: if they make a joke at someone’s expense and inspire laughter in others, the person takes the low die until the end of the interaction.

Other powers may be possible. Consult the GM.

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


Imaginant

A vagrant traveling via lucid dreaming. They have no permanent home, and wherever they lay their head may not be where they wake up.

Imaginants gain their powers via learning how to dream lucidly, then tapping into the power of dreams to journey via the Dream Realm. Some gain this power by making a deal with the fey, while others learn it via long and difficult work within their lucid dreams. Either way, they gain the power to dream themselves to other places.

  • Familiar space: if the imaginant is familiar with the space, they can wake up there with relative ease. Difficulties range from 4 to 12.

  • Unfamiliar space: if the imaginant is unfamiliar with the space, it is harder to wake up there. Difficulties are 11+.

  • Nonexistent space: imaginants can dream themselves into places that do not exist if they dream it in enough detail. Difficulties are 14+.

  • Dream space: imaginants can will themselves to dream a different part of the Dream Realm every time they sleep. Difficulties vary greatly.

Other powers may be possible. Consult the GM.

Their magic comes from the Dream Realm, and therefore, they must give back to the Dream Realm every time they use their power. This means either performing a task for their fey benefactor or empowering the Dream Realm by helping others dream more vividly. The latter requires that they tell a story to someone that stirs their imagination.

As vagrants, they are often jailed by the authorities, but they always dream themselves away.

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


Intelligencer

Spies who wield the power of fey, arcane shadow to find secrets, protect mysteries, and act with stealth. They have special journals, veils, and other secret rituals and devices that allow them to command the arcane. The keeping of secrets and mysteries can give things power, varying by the nature of the secret. The art of using these powers is called arcanum.

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, if they are aware of the power of it. To become an intelligencer, one must be initiated by another intelligencer who holds powerful secrets. With many secrets, an intelligencer gains many powers:

  • Arcane revelation: the unlocking of mysteries or secrets unlocks the powers of those mysteries. This gives one the ability to find what is missing.
  • Veiling: one who knows of many mysteries gains insights into how mysteries work. If one knows enough mysteries, they can tap into them by esoteric weaving arts, making themselves harder to see while wearing these special cloths.
  • Secret-binding: the art of binding a secret to a place or object involves whispering that secret to the place or object every night at 3 a.m., then walking backward around the spot or object 7 times. This ancient Tradition leaves a resonance of the secret on the place or object.
  • Arcane sense: this sense is the ability to tell when something is being hidden. Many have this naturally as a weak subset of their "Read People" score, but some develop it through exploring mysteries for long periods of time. Some supernaturally develop it through use of arcane empowerment, secret-binding, or other powers.
  • Viewing the unknown: that which is unknown has great power, and those who seek to view the metaphysical essence of the Unknown risk erasing themselves from existence. Those who survive, though, gain enormous power, innate abilities over the mysteries and secrets of the world. In order to view the Unknown, one must close off all of their senses and focus on some profound mystery for three days and four nights, with no rest or sustenance or any sort of break, while sitting in a secluded spot and wearing a white rose.
  • Secret sign: special writing created as a complex, subtle language and supported by subconscious understanding.
  • Soft voice: the ability to spread a secret over great distances, whispering is fueled by the need to tell someone a secret. This happens when a secret's time of revelation has come, objectively and narratively, and it cannot be stopped or controlled.
  • Questions: an ancient game of back and forth questioning that empowers the initiator by giving them building insight into their partner. Their journals are the primary tool for this.
  • Deletion: the power to alter the narrative of existence so as to erase parts of it is only available to the most powerful of intelligencers, and only attainable by giving up part of one's Name to the Unknown.

The player and GM will devise the secret society the intelligencer belongs to.

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


Intuitive

An investigator who follows only intuition. Intuitives are in touch with their subconscious mind. They achieve this by taking hallucinatory drugs, talking to anything that appears, and harshly interrogating themselves. Eventually, they enter a state where they meet their subconscious form, and they either fight it, fuck it, dance with it, or defeat it in a contest of wits or riddles, absorbing it entirely, and thus seeing all reality through their conscious and subconscious at once.

They come off a little weird in conversation.

Intuitives are so attuned to their subconscious, their intuition, and their instincts, that they can act without conscious thought, solve problems without knowing it, and actively understand subtext and innuendo.They sometimes struggle with the straight forward, however.

Because intuitives operate on a different level, their mechanics are a little different:

  • Conversations with subtext can be spelled out to the player at the player’s request if the target has a PRS lower than 10. If higher than 10, they roll low die against player’s read people.

  • AWA rolls take the high die when analyzing anything, but the results are not revealed until the character dreams.

  • They take high die on reaction rolls and rolls against being snuck up on.

  • If the player figures something out due to out-of-character information, the character can know it with GM’s permission after they dream.

  • Every session, the player may ask a question and get an answer from the GM (with discretion) that the character simply knows without knowing why. While this cannot be something that spoils the game, they should and can ask questions like “whom should I talk to next?” or “where should we go next?” They do not have to act on the GM’s answers.

  • If they are bluntly told something or given straight forward answers or conversation, they must roll AWA or PRS to see if they misinterpret it against a difficulty three higher than their score. The player may consider the information gained out-of-character information to be used for the above-listed ability.

Other abilities and mechanics may be possible. Consult the GM.

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


Vigili

A journalist who tells only true stories. A vigili is a teller of true stories, journalists with fey powers. They gain power from the telling of the stories, not simply from being honest. They take power from being believed as well, even when - especially when - the stories are improbable.

To gain this power, some make a deal with powerful fey, sometimes giving up certain truths about themselves and owing a certain number of truths over the course of their life. Others are cursed for lying and must pay a debt of truths. Either way, the truth becomes an important part of their power, and they must seek out true stories, especially strange ones, to share. Once they have told enough true tales and been believed, they begin to gain special powers to go with their investigations and reporting:

  • Storyfinding instinct: a vigili can tell when there’s a story somewhere close by that is worth investigating.

  • Compelling question: once per person whom they sense is part of a story, a vigili can ask a question that compels them to tell the truth in answer to that question, rolling their power vs. WIL.

  • Curious facts: if a vigili shares a curious, slightly unbelievable fact with someone, that person will take the low die on PRS rolls against the vigili.

  • Truth’s protection: if a vigili uncovers an unexpected truth, for one week afterward, they take high die against any attack roll by someone who wants to kill them to cover it up.

  • Searing print: they may choose one sentence in what they write to glow with the light of truth, making it much harder for people to disbelieve it.

If they ever knowingly print a lie and spread it, they will lose all of their powers.

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


Wilderhunter

A wilderhunter is someone who has become part of the Wild Hunt. They may be either a fey being who has joined as a hunter willingly, an actual member of the Wild Hunt, or someone who has joined for various reasons. Some join to pay a debt, some join out of devotion to the hunt, and some join to take the place of someone else. The cost of this is that they must ride with the Wild Hunt once per year, taking the lives the Hunt seeks, no matter what. They gain powers that work year-round and some powers that only work during the Hunt.
  • The power to fade into shadow while hunting as long as it is twilight or night, twice per night.

  • Their sense of smell heightens when they are hunting a specific target. If they fail to complete the hunt on the same night, they lose their vision for the next day.

  • The wearing of red gives them resistance (+6) against heat and flame.

  • If they bind and capture prey, that prey may be offered wholly to the Wild Hunt as a sacrifice (being forced to serve it) to give the wilderhunter an extra power for a week.

  • The wilderhunter can create a glamour about themselves, taking a form of similar size or one that heightens their own appearance, with a sprinkle of mushroom powder.

  • If they wound a prey and spill its blood, they can absorb the blood to gain +3 to a power, +2 to a skill, or +1 to a base stat for seven minutes.

  • As they are on the hunt, they have an aura of fear about them that anyone who might stop their hunt must roll against or be forced to flee.

  • If they sleep on a hunting night, they may ride through dreams to a different location, once per year.

  • If they kill their prey, they have the option to try to steal their soul, which can be traded to the Wild Hunt for an extra power for a week.

Any target of theirs who is soaked in saltwater will be impervious to the wilderhunter’s attacks.

During the Wild Hunt, they have the following powers:

  • The power to ride with the wind, moving at the speed of wind.

  • The power to see who owes a debt to the Hunt and who does not.

  • The knowledge of how many souls have been taken on any given night by the Hunt.

Other powers are probable. Consult the GM.

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

Topic revision: r3 - 03 Jul 2025, SallyJaneBlack
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