Stability
Stability reflects how far the Faerie has been able to stave off the decline
into sheer randomness and pointless behavior that usually claims most faeries
eventually. Their link to the Wyld eventually consumes them.
Each Court teaches you to build stability in different ways. They have
different "Hiearchies of sins". Faeries who voluntarily breach their Court's
code must make a check on the appropriate virtue (Difficulty 6). On a failure,
they lose no stability. On a success, they lose a point of stability and
of the virtue. If they get a success on all their virtue dice, they get
a derangement as well.
Given that Faeries are creatures of great passions, they must use their
virtues to control those passions. Otherwise they may act on impulse, rather
than on common sense. Faeries do not actually frenzy, but go into a state
of obsession that is similar in some ways. They will ignore everything
but the goal of that obsession until they have accomplished it. They must
spend willpower to turn aside from that goal. One Willpower point can be
spent to negate a fear obsession, to set aside a revenge obsession for
a scene, or to resist an anger obsession for one round. Obsessions last
until you achieve your goal or spend five willpower points. You need make
no more obsession checks while you are obsessed. At the end of a scene
you can make a check again on the virtue to break out of the obsession.
Compassion: Faeries are noted for vengeful rages when they have
been tricked or robbed. They don't appreciate such things. A failed compassion
check results in an obsession with getting revenge on that person, to the
exclusion of all else.
Difficulties:
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3--Someone accidentally thwarts part of your plan.
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5--Someone deliberately thwarts part of your scheme.
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6--Someone robs you.
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7--Someone goes out of their way to wreck your life.
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8--They destroy something important to you
Honor: Faeries respond poorly to provocation and insults
against their honor. But the more secure a faerie is in his honor, the
more he can bear with such insults if it is necessary. A faerie who fails
a Honor check falls into a vengeful rage....similar to a vampire or werewolf
frenzy. She no longer suffers from wound penalties until she comes out
of the obsession. The obsession ends automatically if the target is rendered
unconscious or killed.
Difficulties:
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4--Insulted by someone you consider above you
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5--Being provoked to violence by someone
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6--Insulted by an equal; target of Prolonged Taunting
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7--Insulted by an inferior
Fearlessness: Faeries fear two things...Iron and the Power
of True Faith. Holy items empowered with True Faith can force faeries to
flee, as can the presence of Iron. (Although not Steel...) A faerie who
fails the check will flee until he can no longer sense what has caused
his flight.
Difficulties:
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4--Know that the substance is nearby, but unable to see/hear/smell it.
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5--Sense Iron/True Faith within 100 yards
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6--Sense Iron/True Faith within 10 yds.
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7--Touched by a person/Item with True Faith
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8--Touched by Iron
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9--Injured by Iron/An Item blessed by True Faith/A person with true faith
Stability Effects:
A faerie with a Stability of 8 or higher is probably calmer and more
together than many mortals. When dealing with mortals who appreciate
calm, order, and stability, he gains one bonus die for social interaction
rolls per point of Stability above seven. These bonus dice turn into
penalty dice when dealing with Wyld-oriented beings.
A faerie with a Stability of 6 or less makes most mortals, most Garou
(except Fianna), Mages, and Vampires uncomfortable. He loses one die off
social interaction for every point of stability under 7. The exception
is that really creatively inclined or Wyld-oriented beings will actually
sense the power of the Wyld within him, and thus the penalty dice turn
into bonus dice.
If a Faerie drops to Stability 3 or lower, he gains one derangement
for each point below 4 he has. These derangements vanish if he manages
to climb back up the scale to 4 or higher.
Stability is also used to create or maintain Arcadian realms, and certain
other purposes.
Seelie Court
The Seelie play by a medieval code of chivalry. Armed Robbery is okay,
but theft by stealth or deceit is not. Loyalty, and your word and oath
are all important.
Stability is Compassion+Honor
Stability loss caused by
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10: Violating the spirit of a promise or oath, even one extorted from you
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9: Accidental wrongdoing
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8: Failing in a task assigned by your Lord or to protect innocents
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7: Violating the word of a promise or oath, freely given
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6: Failing to aid those less fortunate than you
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5: Abandoning the defense of a post assigned by your lord
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4: Breaking any law of your liege
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3: Failure to accept a surrender, Committing a Theft
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2: Murder or Rape
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1: Betraying your Lord, Violating the spirit of a promise or oath
Unseelie Court
The unseelie follow a darker form of Chivalry. Vengeance is their highest
virtue. They believe that gaining personal power is the way to win the
game, but they are organized in feudal fashion. They also enjoy exploring
pain and the darker emotions in an aesthetic sense.
Stability is Honor+Fearlessness
Stability loss caused by:
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10: Mercy to an enemy
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9: Not torturing an enemy before he dies
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8: Passing up an opportunity to gain power
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7: Failing to seek revenge for a broken promise
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6: Breaking the Spirit of a Promise
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5: Breaking the word of a promise
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4: Helping someone without an ulterior motive
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3: Stopping someone else from committing torture
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2: Forgiving an enemy
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1: Acts of Charity without an ulterior motive
Dryadic Court
The protection of the wilderness is the key to victory. You must protect
the wilderness and its inhabitants from unnatural threats, like hunters,
urban development, etc. Those who act in attunement with the wilderness
are okay, anyone else is unimportant and can be disposed of at will if
they threaten the wilderness and its creatures. The dryadic court has strong
ties to the Garou and other shifter-kin.
Stability is Compassion+Fearlessness
Stability loss caused by:
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10: Any failure to defend the wilderness from desecration
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9: Starting a fire in a forest with wood that wasn't already dead or failure
to properly take care to avoid a forest fire
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8: littering in the wilderness
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7: Failure to speak in defense of preservation of wilderness
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6: Hunting an animal for fun or just for a trophy
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5: Destroying a plant, other than for food or self-preservation
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4: Cruelty to animals
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3: Destroying Wilderness to build something
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2: Plundering the wilderness
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1: Destroying wilderness for fun
Tinker Court
Whoever builds the best/biggest toy wins! The key to the rules for the
Tinkers is the invention of new devices, and the improvement of old ones.
Tinkers are discouraged from interfering with each other's work...This
is just too dangerous when Tinker devices are concerned. What you do with
the rest of your life is your own affair...but you should always strive
to learn more about machines, and not destroy the machines of others.
Stability is Honor+Fearlessness
Stability loss caused by:
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10: Failing to spend at least three hours a day working on inventions
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9: Failing to explain your inventions whenever you demonstrate them
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8: Failing to take apart at least one of every new machine you find
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7: Not trying to learn more about new machines you encounter
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6: refusing to share your knowlege about machines
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5: Not spending at least 30 hours a week tinkering and experimenting
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4: Destroying a machine without studying it first
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3: Solving a problem with brute force where a machine could do it
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2: Sabotaging anyone's experiments with machines.
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1: Sabotaging a fellow Tinker's experiments
Romany Court
What's yours is mine, and what's mine is yours, if you can get it away
from me...The game is to be won by showing you are the best trickster of
all. If you can fool someone, it is your moral duty to do so! But you shouldn't
hurt people. Never leave a poor man penniless or steal someone's only food...But
if they can afford to lose it, it is okay to take it. The Romany hold very
much to the traditional faerie concept of possessions (See Faerie customs
section)
Stability is Honor+Fearlessness
Stability loss caused by:
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10: Failing to prank someone who deserves it, regardless of danger
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9: Failure to be charming
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8: Being caught lying, stealing, running off with someone's man/woman.
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7: Failure to prank someone when it involves no risk
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6: paying for something you could have stolen without hurting anyone
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5: losing your temper
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4: Hurting someone who wasn't trying to hurt someone
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3: Accidentally killing someone
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2: Stealing from the poor
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1: Murder
Seeker Court
The seekers see the key to victory in the game as being gaining knowlege.
The two most important things are to learn new things and spread the knowlege
to others...Do whatever it takes to gain knowlege....Killing is frowned
on, although sometimes necessary.
Stability is Honor+Fearlessness
Stability loss caused by:
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10: Failing to take an opportunity to learn
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9: Refusing a request for knowlege from an enemy
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8: Failing to spend at least an hour a day writing down things you have
learned that day
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7: Avoiding a learning experience because it is dangerous
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6: Concealing Knowlege
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5: Refusing to share Knowlege with a friend
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4: Murder for Knowlege
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3: Murder
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2: Hiding Knowlege from fellow seekers
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1: Spreading False information (about anything besides yourself)
Aesthete Court
It is through the creation of beauty, in yourself and other things that
the Game will be won. The more beauty you create, the better. The highest
pursuit is the creation of art. Art must be judged for its own sake and
on its own merits, not that of the creator of the art.
Stability is Compassion+Honor
Stability loss caused by:
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10: Failing to be personally attractive
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9: Behaving in an aesthetically unpleasing manner (Spitting, throwing up,
smearing dirt on yourself, etc)
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8: Badmouthing worthy art for personal reasons (such as dislike of the
artist)
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7: Failure to spend an hour a day in creative pursuits.
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6: Destroying Art for a greater good
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5: Concealing Art from public view
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4: Injuring an artist or Aesthete
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3: Destroying Art needlessly
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2: Murder
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1: Killing an Artist or fellow Aesthete
Ascetic court:
The ascetics are seen as complete weirdos by other faeries. They try to
deny their faery nature by being in control of their bodies and emotions
at all time. They stress control of your emotions and bodily desires. It
is by winning over temptation that you will win the game.
Stability is honor+Fearlessness
Stability loss caused by:
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10: Any display of emotion
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9: Eating or sleeping more than is necessary
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8: Drinking any liquid with stimulant or depressant effects (Coke, Alcoholic
beverages, tea, etc.)
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7: Failing to attempt to discourage others from overindulgence
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6: Display of anger, hate, greed, jealousy, or confusion
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5: Display of love, lust, hunger, fear (and other primal emotions...)
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4: Theft
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3: Wearing elaborate clothing or owning luxury goods
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2: Killing other than in self-defense
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1: Indulging in physical pleasures (sex, drunkeness, gluttony, etc.)
Guardian Court:
The guardian court believes the faeries have a duty to protect and aid
those who perform the traditional rites associated with seeking the protection
of faerie kind. Typically, this involves leaving some of whatever you produce
for the faeries to take, leaving food for them, periodically thanking them
for their assistance, and helping them when they need your services. In
return, the Guardians will help you in your labors, clean your dwelling,
perform various special services, and defend you from supernatural threats.
Those who abandon these duties lose the protection of the guardian court.
They "earn points" by helping those who are worthy...
Stability is Compassion+Fearlessness
Stability loss caused by:
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10: Ignoring a person in need when it would take minimal effort to aid
them.
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9: Inflicting accidental injury to people, property, or land.
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8: Ignoring a worthy person in need when it would take minimal effort to
aid them.
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7: Failing to aid someone who has performed the traditional duties of those
who expect faerie assistance when it would not require much effort.
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6: Damage to the property or land of someone who has performed the traditional
duties of those who expect faerie assistance.
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5: Failure to protect those who have performed the traditional duties of
those who expect faerie assitance.
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4: Failing to aid someone who has performed the traditional duties of those
who expect faerie assistance.
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3: Theft from those who have performed the traditional duties of those
who expect faerie assitance.
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2: Assaulting those who have performed the traditional duties of those
who expect faerie assitance.
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1: Murder