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Fae Heritages

 The following skills are known collectively as the Fae Heritage. When players first make their character, they partially awaken their Heritage and gain an amount of Heritage Points decided by the GM to purchase the following skills with. These Heritages provide a variety of skills which allow them to behave in a very Faelike manner, and more Heritage Points can be gathered over time by changing the fate of the world, even in ways that are sometimes subtle. Not all changes to the world have to be positive-- corrupting a forest or toppling a government may end in the deaths of thousands, but will also reward Heritage Points. Not all changes have to be grand either-- helping a future hit novelist write her story, or giving an orphan on the street a new shot at life might give Heritage Points too.

Using the Heritage Section

 Accessing the large library of Heritage skills is easy with our helpful system! Just click on the expand button when you'd like to expand it, and it will display all of the heritages of that category! If you'd like to hide it, just click on the shrink button located nearby.

Next, all of the heritages in the next section have a format like this, with the exception of Fae Heritage and Fae Divinity:

Heritage Name[1] LVL: 1[2] To Level: 1 HP[3] Unlock: 1 HP[4]
Heritage Effect would go here, if this was a real heritage.[5]

The first section [1], Heritage Name, will tell you the unique name of the heritage! No other heritages will share that name, so you won't be confused.

The next section [2] tells you the starting level of the heritage. Whatever this level is, you begin with that level when you Unlock the skill. Sometimes, the level is in the format 1/10-- that means it is LVL 1 and has a maximum level of 10!

Afterwards, in section [3] we have the To Level cost. All skills cost some HP to level. If you see N/A here, that means the skill doesn't get any stronger or weaker!

In the next section [4], we have the Unlock cost. Unless the skill is marked FREE, you'll have to pay that much HP to purchase the new skill! Some skills cannot be Unlocked until their Requires has been met, so check the first line of the next section before purchasing.

In the last section [5], we have the Heritage Effect! Any skill or heritage requirements are listed first, followed by an effect. Leveled heritages use '[LVL]' at times, which just means you replace that value with the current level of the heritage when using it. Good pickings, everyone!

Fae Spark

The Faespark is an organ within all Fae that allows them to unlock the secrets of their ancient bloodline. All Fae are born with a Faespark, and when they become an adult the power of the Faespark bursts forth and allows them to access their ancestral heritage. These skills are rewarded to players when they start a character, so long as they meet the requirements.
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Fae Bloodline LVL: 1 To Level: 1 HP Unlock: FREE
Requires: [Bloodline] skills. Your body is further enhanced by the blood of your ancestors. You've triggered the contitions to access the [Bloodline] skills of your ancestors, giving you portions of their power. You may learn LVL new [Bloodline] skills per new character, based on your most recent ancestor.
Fae Clan LVL: 1 To Level: 1 HP Unlock: 1 HP
Requires: Fae Lineage. Your clan owns a sizable part of the world, and you receive a certain about of recognition when you say your clan's name. This reputation is not always positive, especially to the descendants of those your ancestors have harmed.
Fae Divinity GP: 10 To Level: 1 HP Unlock: FREE
Requires: 25 Heritages. You may consolidate 10 skills into a God Point(GP). God Points can be used to grant a Faespark to a mortal, an object or a body of land. 7 God Points can also be used to heal a Demon Lord. God Points are carried along the [Bloodline].
Fae Heritage HP: <Decided by GM> To Level: N/A Unlock: FREE
You must take this skill to play. Your body is enhanced by the blood of your ancient ancestors. By changing the world, you can gain Heritage Points(HP) which can be used to unlock Fae Heritages. You are able to see all of the Fae Heritages and their prices. Additionally, by reading this skill... you have purchased this skill.
Fae Illuminance LVL: N/A To Level: N/A Unlock: 1 HP
You can grant an extension of your Fae Bloodline to others by exchanging a passionate kiss and [1 HP]. From that point on, that individual is a Fae.
Fae Lineage LVL: 0 To Level: 1 HP Unlock: FREE
Requires: Previous Character. This skill is automatically purchased if you are a Descendant of a previous character. The Fae Heritages your Ancestors have previously unlocked now unlock. You also gain LVL more HP. With each Level, increase Level cost by 1 HP.

[Bloodline] Heritages

Bloodline Heritages relate to Bloodline skills. Bloodline skills are carried from character to character, which makes playing a new character faster and more convenient.
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Fae Blood LVL: 1 To Level: 2 HP Unlock: 2 HP
Your blood never runs out. Whenever you drink blood or have your blood taken, you gain the racial template of the partner and may choose to take a new Bloodline skill. These skills are extremely powerful and can be passed to children and Descendants. Pay 1 PC to remove a Bloodline skill. If you do, gain the skill [Bloodline Slot] - This skill can be replaced with a Bloodline skill from Fae Blood. Whenever you make a new character, add LVL [Bloodline Slot] to your character sheet.
Fae Bloodline LVL: 1 To Level: 1 HP Unlock: FREE
Requires: [Bloodline] skills. Your body is further enhanced by the blood of your ancestors. You've triggered the contitions to access the [Bloodline] skills of your ancestors, giving you portions of their power. You may learn LVL new [Bloodline] skills per new character, based on your most recent ancestor.
Fae Familiar LVL: 1/10 To Level: 1 HP Unlock: 1 HP
Requires: Fae Clan. Your clan has great protectors guiding it-- beasts from myth who have taken it upon themselves to pledge themselves to your clan. Often, these familiars come in the form of cute shoulder-perching animals like parrots or cats, but these creatures have been known to take the form of giant beasts when enraged. Add [LVL] [Bloodline] entourage members to your sheet with [LVL] Stat Points to distribute. They can take on [LVL] traits based on their abilities in addition to the free trait [Familiar].
Fae Illuminance LVL: N/A To Level: N/A Unlock: 1 HP
You can grant an extension of your Fae Bloodline to others by exchanging a passionate kiss and [1 HP]. From that point on, that individual is a Fae.

Combat Heritages

Itching for a fight? Then these are the heritages for you! Learn how to roll with the punches, identify danger and even drain life with these fantastic heritages. Don't forget to check out Plot Armor Heritages to build your defenses!
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Fae Flesh LVL: 1/10 To Level: 2 HP Unlock: 2 HP
You can master an attack if it's used on you first. Spend a PC when your Plot Armor is damaged by a physical or sexual attack. Afterwards, gain the technique used against you at [EXP LVL/10] or [Special Mastery]. You may also trigger this skill when you receive Divine Punishment.
Fae Greed LVL: 1 To Level: 1 HP Unlock: 1 HP
Your greed physically alters the bodies of creatures you kill to generate credits upon their death. Every time a monster or swarm is dispatched by your actions, you can locate LVL Credits on their body. If you kill a monster in another realm, you will receive that realm's currency instead.
Fae Sight LVL: 2 To Level: 1 HP Unlock: 1 HP
You can roll ENV to determine the statistics of the target-- with a caveat. You may turn sentient targets hostile if they detect you assessing their combat potential. Checking out their vital statistics culturally means you're sizing them up for a fight or planning to do something nasty to them. You may also see up to LVL traits of theirs, and add it to their [Contact] if relevant.

Communication Heritages

Sometimes, there's a barrier between two people. A plant and a fox just can't talk to one another to express their love... until now. With our great heritages for communication, you can break the language barrier and speak the language of flowers-- or, perhaps, read an eldritch book that drives others mad, only to discover it's actually a cookie recipe. You never know what you could be missing by not understanding others!
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Fae Empathy LVL: N/A To Level: N/A Unlock: 1 HP
You can innately sense the mood of your target with a KIN roll, sometimes down to the exact thoughts on their mind. While this is, in many ways, an invasion of privacy, it is also a useful tool to avoid upsetting Entourage members. On a failure, enter a Memory Realm by accident.
Fae Hearing LVL: N/A To Level: N/A Unlock: 1 HP
You have the ability to understand any language you hear, but idioms and puns don't always make sense. Because you understand the concepts rather than the words, if you don't learn the language manually you might not be able to understand all jokes and pick-up lines. Words which have no direct translation to the player's tongue will not be translated (see Swamp Language in Languages for an example[note: need to write]).
Fae Intuition LVL: N/A To Level: N/A Unlock: 1 HP
Requires: Fae Hearing + Fae Empathy. Something smells... fishy. Whenever you hear a lie, a subtle ding plays in your mind. Should you have the evidence to refute the lie, you can compel the target of your investigation to tell the truth without requiring you to make a roll.
Fae Pheromones LVL: 1 To Level: 2 HP Unlock: 1 HP
Requires: Fae Pores. Anybody who gets close enough to smell your pheromones will automatically be attracted to you, so long as they fit your criteria. You can specify up to [LVL] traits that your intended target has, and only members with one or more of these traits will be attracted to you. Warning: Some creatures are predisposed towards violence against their mates, and others may mistake the attraction for hunger. This skill can be turned off and on as needed. Replacing and removing traits requires spending PC.
Fae Pores LVL: N/A To Level: N/A Unlock: 1 HP
Requires: Fae Flesh. Your sweat contains a history of yourself. Anyone who smells you will know all the information you wish to make public about yourself. This skill can be enabled and disabled at will. While this skill is active, you don't suffer heat exhaustion.
Fae Reading LVL: N/A To Level: N/A Unlock: 1 HP
You can read any language, understand any hieroglyphic and read that cryptic handwriting in the margins of the professor's journal. In exchange for learning a skill from any high quality book, tablet or writing, lose 1 PC as the writings eat away at your sanity. Should you not have any PC left, take [Faespark Damage: Insanity] and gain 1 COR instead. If you have Fae Sight as well as this skill, you can read the facial expressions of those you talk to. Additionally, if you have Fae Imagination you may enter a Story Realm instead.
Fae Scent LVL: 2/4 To Level: 1 HP Unlock: 1 HP
You now can track your friends and foes by their scent. Once you've gained someone's [Contact], you can always find them without needing to roll any dice. You also learn up to [LVL] [Kinks] of the target if you can get their scent.
Fae Sight LVL: 2 To Level: 1 HP Unlock: 1 HP
You can roll ENV to determine the statistics of the target-- with a caveat. You may turn your target hostile if they detect you sizing them up-- checking out their vital statistics culturally means you're sizing them up for a fight or planning to do something nnnasty to them. You may also see up to [LVL] traits of theirs, and add it to their [Contact] if relevant.
Fae Telepathy LVL: N/A To Level: N/A Unlock: 1 HP
You can talk to members of your party and entourage from any distance. You can also communicate with them with a full mouth and have them hear anything you say, but it's a one-way street-- creatures without telepathy cannot send messages back to you. Entourage members can send their mood if this skill is paired with Fae Empathy, allowing them to alert you if they're in danger.
Fae Tongue LVL: N/A To Level: N/A Unlock: 1 HP
You have the fun ability to speak a universal tongue that any creature, beast or person can understand. Your voice is also conveyed to the deaf and those that couldn't hear in the first place-- yes, talking to a rock becomes possible. You can also modify your voice to take on new properties freely.
Fae Writing LVL: N/A To Level: N/A Unlock: 1 HP
You have the ability to write in any language-- no creature with eyes would fail to understand the content of the words you write down. Your words are even strong enough to substitute for ancient languages in rituals-- no matter how silly or droll your call, demons and otherworlders will fight over the right to be summoned by your script. Ritual magic can be used without any skills at the cost of 1 PC. Be warned... summons without skills are unpredictable and highly dangerous.

Convenience Heritages

These heritages greatly speed up the pace of the game by removing certain elements of life such as breathing, eating and bathroom breaks from roleplay entirely. They are either purely convenience skills or have a 'nifty' side effect.
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Fae Digestion LVL: 1 To Level: 1 HP Unlock: 1 HP
Fae have much greater control of their digestive system than mortals. Their digestive system can be turned off or on at will, allowing them to gain no weight, eat people alive without killing them or even store more food than their counterparts. CAP becomes GUT * 100 * LVL, rather than the default of GUT * 10.
Fae Filtration LVL: 1 To Level: 1 HP Unlock: FREE
You gain [LVL] PC every week as you convert your waste to magical energies. This effect triggers on the first session every week. In addition, your character never has to use the restroom. If they do use the restroom, their excretions have marking properties that can be used to denote territory and property to Fae Scent users.
Fae Memory LVL: N/A To Level: N/A Unlock: FREE
Requires: Fae Mind. You can read any conversation you've had with any other character in a format that looks like a chatroom or message board. For obvious reasons, this skill only works when your player has made a record of the conversation in a service like the World of Fae forums. This is an ease-of-play skill and it is highly recommended you take it if you play online.

Divine Heritages

Looking for something holy or profane? Look no further than the one-stop-cultist-shop we have here. Purchase heritages which can elevate you or your lover to godhood-- it just depends on where you aim it. Gather Faith(FAI) and convert it into righteous skills! Amen, amen!
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Fae Divinity GP: 10 To Level: 1 HP Unlock: FREE
Requires: 25 Heritages. You may consolidate 10 skills into a God Point(GP). God Points can be used to grant a Faespark to a mortal, an object or a body of land. 7 God Points can also be used to heal a Demon Lord. God Points are carried along the [Bloodline].
Fae Monotheism LVL: N/A To Level: N/A Unlock: 1 HP
Requires: Fae Polytheism. You can worship more than one god, but you're choosing to worship only one. Double daily FAI gain for your only god. The minute If you worship more than one god, this effect is lost until you stop worshiping the other gods.
Fae Polytheism LVL: 1 To Level: 1 HP Unlock: 1 HP
Requires: Fae Service. Your devotion has extended beyond your initial god as you worship others. You gain LVL more [Worship Slots], which effectively allow you to worship additional gods. FAI is on a per-god basis-- you can't share Isis's FAI pool with Ra's FAI pool.
Fae Sacrifice LVL: 1 To Level: 1 HP Unlock: 1 HP
Requires: Fae Worship. Your followers can be sent out to bring you a live sacrifice-- if they do bring one to you, and bringing them to you results in the sacrifice's death, take a minor leveled Curse and gain [LVL] PC. The sacrifice can be an animal, a plant or even a robot-- if it is capable of death, it should suffice.
Fae Service LVL: 0 To Level: 1 HP Unlock: 1 HP
Your devotion to a person or god allows you to generate Faith(FAI). This FAI can be exchanged for new skills to better serve your master or mistress, and can even help you defend their honor. If your target of worship dies, this skill can be reassigned to a new object of worship. You gain LVL FAI per day.
Fae Worship LVL: 2 To Level: 1 HP Unlock: 2 HP
Those individuals you subjugate physically, mentally and emotionally feel a strong urge to serve you. Spend 1 PC to convert someone you have beaten in combat into a servant. Different types of servants have different attribute pools in your Workforce. On conversion, choose from [LVL] skills.

Eating Heritages

Munch, munch. Gulp. Want to eat as much as you want and never gain weight? Want to take a bite out of crime-- literally? Or perhaps you'd like to never eat and have great dental hygiene? These are the heritages for you.
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Fae Digestion LVL: 1 To Level: 1 HP Unlock: 1 HP
Fae have much greater control of their digestive system than mortals. Their digestive system can be turned off or on at will, allowing them to gain no weight, eat people alive without killing them or even store more food than their counterparts. CAP becomes GUT * 100 * LVL, rather than the default of GUT * 10.
Fae Egg LVL: 2/5 To Level: 1 HP Unlock: 1 HP
Requires: Fae Womb. The reward for creation is satisfaction with life. Whenever you give birth to a litter, gain [LVL] PC. As an added bonus, you can lay eggs from your rump or other sexual orifices. You produce [LVL] unfertilized and edible QUA [LVL] eggs every day while this skill is active. This can be turned off and on at will.
Fae Taste LVL: 2/5 To Level: 1 HP Unlock: 1 HP
Fae can taste the subtle chemical makeup of substances and modify their body based on those discoveries. When eating anything edible, like animals or candy, gain [LVL] skills. When eating non-edibles like dirt, gain half as many skills rounded down. Feel free to justify if something is edible.

Entourage Heritages

Looking to spice up your love life? Maybe you just want to keep track of your entourage, no matter where they go. With these heritages, you can assure the safety and security of your loved ones while growing them into better people. Or not. Well, I said you 'can', didn't I?
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Fae Alteration LVL: 1/126 To Level: 1 HP Unlock: 1 HP
Requires: Fae Guidance. Whenever you gain a new harem member, give them [LVL] SP. If all of their statistics are maxed out, discard the remaining SP. Just put it in the garbage. Nobody else gets it.
Fae Familiar LVL: 1/10 To Level: 1 HP Unlock: 1 HP
Requires: Fae Clan. Your clan has great protectors guiding it-- beasts from myth who have taken it upon themselves to pledge themselves to your clan. Often, these familiars come in the form of cute shoulder-perching animals like parrots or cats, but these creatures have been known to take the form of giant beasts when enraged. Add [LVL] [Bloodline] entourage members to your sheet with [LVL] Stat Points to distribute. They can take on [LVL] traits based on their abilities in addition to the free trait [Familiar].
Fae Guidance LVL: N/A To Level: N/A Unlock: FREE
You can see the statistics of your entourage and gently guide their development in different directions using Growth Points (GP). When their GP reaches 10 or greater, they evolve and gain new traits. Each new trait costs GP of different kinds.
Fae Illuminance LVL: N/A To Level: N/A Unlock: 1 HP
You can grant an extension of your Fae Bloodline to others by exchanging a passionate kiss and [1 HP]. From that point on, that individual is a Fae.
Fae Kinship LVL: N/A To Level: N/A Unlock: 0 HP
If you have sex with, befriend, solve a Fae Goal for or otherwise become close to someone, they're automatically added to your Entourage. Additionally, the target is given a tag skill that reflects your relationship with them. This is a skill all Fae have, and should be taken in order to play.
Fae Nameshifting LVL: N/A To Level: N/A Unlock: 1 HP
You can freely change your name, the names of your entourage members or the name of your Clan. This change is reflected in parentheses on Entourage members, but otherwise goes unnoticed.
Fae Radiance LVL: N/A To Level: N/A Unlock: FREE
You're instantly recognizable by members of your Entourage, even if your form or sex changes. You also have a natural androgyny that makes it possible to seduce males and females regardless of their sexuality. Asexuals and demisexuals are unaffected by this skill.
Fae Scent LVL: 2 To Level: 1 HP Unlock: 1 HP
You now can track your friends and foes by their scent. Once you've gained someone's [Contact], you can always find them without needing to roll any dice. You also learn up to LVL [Kinks] of the target if you can get their scent.
Fae Telepathy LVL: N/A To Level: N/A Unlock: 1 HP
You can talk to members of your party and entourage from any distance. You can also communicate with them with a full mouth and have them hear anything you say, but it's a one-way street-- creatures without telepathy cannot send messages back to you. Entourage members can send their mood if this skill is paired with Fae Empathy, allowing them to alert you if they're in danger.

FREE Heritages

Taking all of these Heritages is free, and all of them describe different features all Fae have. It would be a crime not to take them, as it may prevent you from playing according to the rulebook!
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Fae Freedom LVL: N/A To Level: N/A Unlock: FREE
You have all of the Fae Heritages with a FREE Unlock cost, but want to save room in your journal for more meaningful Heritages.
Fae Guidance LVL: N/A To Level: N/A Unlock: FREE
You can see the statistics of your entourage and gently guide their development in different directions using Growth Points (GP). When their GP reaches 10 or greater, they evolve and gain new traits. Each new trait costs GP of different kinds.
Fae Kinship LVL: N/A To Level: N/A Unlock: FREE
If you have sex with, befriend, solve a Fae Goal for or otherwise become close to someone, they're automatically added to your Entourage. Additionally, the target is given a tag skill that reflects your relationship with them. This is a skill all Fae have, and should be taken in order to play.
Fae Mind LVL: N/A To Level: N/A Unlock: FREE
Your character can see their own values, skills and curses as if they had access to their Fae Journal. This is an ease-of-play skill and it is highly recommended you take it. If you do not have this skill, any information about 'skills', 'stats' and 'curses' is out-of-character to use.
Fae Shapeshifting LVL: 5 To Level: 1 HP Unlock: FREE
You have the remarkable ability to shapeshift your body into different racial templates! You can take up to LVL racial traits from any racial template you or your ancestors have picked up along the way by gaining [1 COR]. It is possible to remove the [Ghost] racial template and revive this way.

Metafictional Heritages

These heritages remind you that you're playing a game. Or, is the game playing you? Shiver.
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Fae Awareness LVL: N/A To Level: N/A Unlock: 5 HP
You are now aware you are a character in a tabletop game. Doesn't provide any unusual benefit, other than the ability to add other players to your entourage and take knowledge from their world to use it in the game. This could get confusing, and don't even get me started on the Metagame, a tabletop game within Fae that has characters which are capable of taking Fae Awareness to become aware of their players.
Fae Freedom LVL: N/A To Level: N/A Unlock: FREE
You have all of the Fae Heritages with a FREE Unlock cost, but want to save room in your journal for more meaningful Heritages.
Fae Heritage Template LVL: 1|N/A To Level: 1 HP|N/A Unlock: 1 HP|FREE
Requires: X. Description. Error. DO NOT TAKE THIS HERITAGE for love's sake.
Fae Memory LVL: N/A To Level: N/A Unlock: FREE
Requires: Fae Mind. You can read any conversation you've had with any other character in a format that looks like a chatroom or message board. For obvious reasons, this skill only works when your player has made a record of the conversation in a service like the World of Fae forums. This is an ease-of-play skill and it is highly recommended you take it if you play online.
Fae Mind LVL: N/A To Level: N/A Unlock: FREE
Your character can see their own values, skills and curses as if they had access to their Fae Journal. This is an ease-of-play skill and it is highly recommended you take it. If you do not have this skill, any information about 'skills', 'stats' and 'curses' is out-of-character to use.
Fae Nameshifting LVL: N/A To Level: N/A Unlock: 1 HP
You can freely change your name, the names of your entourage members or the name of your Clan. This change is reflected in parentheses on Entourage members, but otherwise goes unnoticed.

Parenthood/Genetic Heritages

Looking to be a parent? Or, perhaps, prevent that scenario from happening ever again? These are the premier heritages for child-rearing and care.
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Fae Bust LVL: 2/5 To Level: 1 HP Unlock: 1 HP
You can deposit PC, HP, PA and/or SP in your breasts, allowing teammates to drink from them to transfer those points to them. Additionally, you produce [LVL] QUA [LVL] cups of milk every day while this skill is active. Lastly, you lactate more frequently in general, and do not need to be pregnant first-- the presence of strong hormones is enough to induce milk production. This can be turned off and on at will.
Fae Cunt LVL: 2/5 To Level: 1 HP Unlock: 1 HP
Whenever you're fucked in your cunt, such as with toys, hands or sexual organs, gain [LVL] Genetic Traits without cost. You can now fit an object of unrealistic size inside of your cunt, but for storage purposes please use Fae Navel.
Fae Egg LVL: 2 To Level: 1 HP Unlock: 1 HP
Requires: Fae Womb. Your womb can be modified to dispense up to LVL corruption into your children. As an added bonus, you can lay eggs from your rump or other sexual orifices. You produce LVL unfertilized [QUA 0] eggs every day while this skill is active. This can be turned off and on at will.
Fae Guidance LVL: N/A To Level: N/A Unlock: FREE
You can see the statistics of your entourage and gently guide their development in different directions using Growth Points (GP). When their GP reaches 10 or greater, they evolve and gain new traits. Each new trait costs GP of different kinds.
Fae Rump LVL: 2 To Level: 1 HP Unlock: 1 HP
Whenever you're fucked in the ass, such as with toys, hands or sexual organs, gain LVL Genetic Traits without cost. You can additionally fit anything of any size in your ass-- but, please see Fae Navel for reliable storage.
Fae Womb LVL: 3 To Level: 1 HP Unlock: 1 HP
Your womb doesn't just give birth to children-- it does so exceptionally fast. You're even able to alter LVL traits of your children at inception using your genetic traits, allowing you to customize your spawn with different features before they're even born.

Plot Armor Heritages

Looking to protect yourself from those nasty Dramatic Consequences? Want to trade some leftover armor for COR protection? Plot Armor Heritages will keep you safe and secure from nasty things that occur in your day to day life, and keep you going for longer when the going gets tough.
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Fae Flesh LVL: 1/10 To Level: 2 HP Unlock: 2 HP
You can master an attack if it's used on you first. Roll CPT when your Plot Armor is damaged by a physical or sexual attack. Afterwards, gain the technique used against you at [Mastery LVL/10] or [Special Mastery]. You may also trigger this skill when you receive Divine Punishment.
Fae Intervention LVL: 1 To Level: 1 HP Unlock: 1 HP
You can a resist gaining a point of COR by spending [2 PA] LVL times a day. This means that, all things considered, you may be eligible for 1 free skill each day. Additionally, you may elect to resist pregnancy by exposing the cells to corruption. Your COR increases by 3 and the pregnancy is terminated. This is your Plan B: poison yourself.
((To learn more about teratogens and the harm they can cause to your children as well as information about sexual prevention, click here. Of course, this row will work as a link to a disambiguation page on abortion, plan B medicine and teratogens in pregnancy.))
Fae Sleep LVL: 1 To Level: 1 HP Unlock: FREE
You feel... oddly refreshed when you wake up in the morning. +1 additional PA each morning, on top of your regular 1 PA. This cannot exceed your current maximum. As trade, something dark niggles at your mind-- sometimes, when you sleep, you have nightmares.

Property Heritages

Ownership of property is about two things. Responsibility, and cash money. Well, we can mark off one of those things with these heritages-- purchase property for cheap and reshape the world with wild abandon!
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Fae Realm LVL: 1 To Level: 2 HP Unlock: 2 HP
Requires: Fae Terraforming. You are now master over your Clan's realm. Every Clan has a realm, and all Descendants may access this realm through the use of this skill. All members of their entourage move to this realm when they die, and all of their workforce is given a personal paradise... or a personal hell. Individuals that you kill are also claimed by this realm when they die, allowing you to punish them for eternity. Realms consist of LVL regions which can be managed by Fae Terraforming.
Fae Sculpting LVL: 5 To Level: 1 HP Unlock: 1 HP
You may spend 100c to establish a new QUA 1 building on an unowned lot with LVL rooms. You may spend 100c to give the building 1 QUA or 1 FAE (if QUA is maxed). You may spend 20c to add a new room to any building you wish, so long as it does not exceed the building's limits. You may assign Workforce to any building you have created or own.
Fae Terraforming LVL: 1 To Level: 1 HP Unlock: 1 HP
Requires: Fae Sculpting. It is possible for you to terraform entire regions, carefully managing the local ecosystem. If you introduce a plant, animal or mineral into a special realm, you can establish it as a regional feature. The amount of regional features your region can have is limited by its QUA and FAE. All rules of Fae Sculpting now apply to regions, with one notable exception: you now create Landmarks rather than rooms. You may only manage up to LVL regions per character.

Purification Heritages

Corruption got you down? With these skills, you can get CORruption down! It's highly recommended that you take as many of these skills as possible, enough to keep up with your COR gain. Any and all GMs should require you pick at least one of these skills.
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Fae Bust LVL: 2 To Level: 1 HP Unlock: 1 HP
You can deposit up to LVL COR in your breasts, creating 1 [Corrupted Milk] for every COR. Anyone who drinks it gains +1 COR.
Fae Cock LVL: 2 To Level: 1 HP Unlock: 1 HP
You can deposit up to LVL COR in someone you penetrate, distributing your COR to them. Warning: It's possible to corrupt someone to death. Try not to fuck someone to death-- the resulting monster will threaten you and your entourage.
Fae Egg LVL: 2 To Level: 1 HP Unlock: 1 HP
Requires: Fae Womb. Your womb can be modified to dispense up to LVL corruption into your children. As an added bonus, you can lay eggs from your rump or other sexual orifices. You produce LVL unfertilized [QUA 0] eggs every day while this skill is active. This can be turned off and on at will.
Fae Filtration LVL: 1 To Level: 1 HP Unlock: FREE
You remove [LVL] COR every week. This effect triggers on the first session every week. In addition, your character never has to use the restroom. If they do use the restroom, their excretions have marking properties that can be used to denote territory and property to Fae Scent users-- just like a dog.
Fae Immunity LVL: 1 To Level: 1 HP Unlock: 1 HP
Your antibodies reverse-engineer poisons and viruses to strengthen your body. When you are poisoned, diseased, cursed or otherwise maligned, you may take [LVL/2] relevant Cursed Skill(s) to gain LVL skills. The first skill rewarded must be a [Resistance] to the plague which ills you, but the remainder are random and none of them are cursed.
Fae Sacrifice LVL: 1 To Level: 1 HP Unlock: 1 HP
Requires: Fae Worship. Your followers can be sent out to bring you a live sacrifice-- if they do bring one to you, and bringing them to you results in the sacrifice's death, take a minor leveled Curse and remove LVL COR. The sacrifice can be an animal, a plant or even a robot-- if it is capable of death, it should suffice.

Realm Heritages

Realms are entire worlds apart from your own, containing nightmares, holiday creatures and lands straight from story books. Every person has a few realms inside them, and Fae have a realm for their entire family! In order to access these realms, you'll need these skills.
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Fae Empathy LVL: N/A To Level: N/A Unlock: 1 HP
You can innately sense the mood of your target with a HUM roll, sometimes even down to the exact thought on their mind. While this is, in many ways, an invasion of privacy, it is also a useful tool to avoid upsetting Entourage members. On a failure, enter a Memory Realm by accident.
Fae Imagination LVL: N/A To Level: N/A Unlock: 1 HP
Requires: Fae Mind, Fae Sleep. You can access your dreams on much lower SLO rolls-- anything but a 1 will let you use all of your [Dreamscape] skills.
Fae Reading LVL: N/A To Level: N/A Unlock: 1 HP
You can read any language, understand any hieroglyphic and read that cryptic handwriting in the margins of the professor's journal. In exchange for learning a skill from any high quality book, tablet or writing, you gain [1 COR] as the writings eat away at your sanity. If you have Fae Sight as well as this skill, you can read the facial expressions of those you talk to. Additionally, if you have Fae Imagination you may enter Story Realms.
Fae Realm LVL: 1 To Level: 2 HP Unlock: 2 HP
Requires: Fae Terraforming. You are now master over your Clan's realm. Every Clan has a realm, and all Descendants may access this realm through the use of this skill. All members of their entourage move to this realm when they die, and all of their workforce is given a personal paradise... or a personal hell. Individuals that you kill are also claimed by this realm when they die, allowing you to punish them for eternity. Realms consist of LVL regions which can be managed by Fae Terraforming.
Fae Sleep LVL: 1 To Level: 1 HP Unlock: FREE
You feel... oddly refreshed when you wake up in the morning. +1 additional PA each morning, on top of your regular 1 PA. This cannot exceed your current maximum. As trade, something dark niggles at your mind-- sometimes, when you sleep, you have nightmares.
Fae Soul LVL: 2 To Level: 2 HP Unlock: FREE
Fae Soul has a special use condition detailed in Gaining Skills Through Heritages in the main rulebook. Typically, it rewards [LVL] skills in place of other skills and triggers when they would, but costs [2 COR] per skill instead of one. Fae Soul skills are only usable in their respective Realms.

Skill Gain Heritages

These heritages allow you to pick up new minor skills, which can then be combo'd into more powerful Combo Skills. To enjoy the game to its fullest, try to take at least one of these skills!
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Fae Blood LVL: 1 To Level: 2 HP Unlock: 2 HP
Your blood never runs out. Whenever you drink blood or have your blood taken, you gain the racial template of the partner and may choose to take a new Bloodline skill. These skills are extremely powerful and can be passed to children and Descendants. Pay 1 COR to remove a Bloodline skill. If you do, gain the skill [Bloodline Slot] - This skill can be replaced with a Bloodline skill from Fae Blood. Whenever you make a new character, add [LVL] [Bloodline Slot] to your character sheet.
Fae Cunt LVL: 2 To Level: 1 HP Unlock: 1 HP
Whenever you're fucked in your cunt, such as with toys, hands or sexual organs, gain LVL Genetic Traits without cost. You can now fit an object of unrealistic size inside of your cunt, but for storage purposes please use Fae Navel.
Fae Flesh LVL: 1/10 To Level: 2 HP Unlock: 2 HP
You can master an attack if it's used on you first. Roll CPT when your Plot Armor is damaged by a physical or sexual attack. Afterwards, gain the technique used against you at [Mastery LVL/10] or [Special Mastery]. You may also trigger this skill when you receive Divine Punishment.
Fae Immunity LVL: 1 To Level: 1 HP Unlock: 1 HP
Your antibodies reverse-engineer poisons and viruses to strengthen your body. When you are poisoned, diseased, cursed or otherwise maligned, you may take a relevant Cursed Skill to gain [LVL] skills. The first skill rewarded must be a [Resistance] to the plague which ills you, but the remainder are random and none of them are cursed.
Fae Rump LVL: 2 To Level: 1 HP Unlock: 1 HP
Whenever you're fucked in the ass, such as with toys, hands or sexual organs, gain LVL Genetic Traits without cost. You can additionally fit anything of any size in your ass-- but, please see Fae Navel for reliable storage.
Fae Soul LVL: 2 To Level: 2 HP Unlock: FREE
Fae Soul has a special use condition detailed in Gaining Skills Through Heritages in the main rulebook. Typically, it rewards [LVL] skills in place of other skills and triggers when they would, but costs [2 COR] per skill instead of one. Fae Soul skills are only usable in their respective Realms.
Fae Taste LVL: 2 To Level: 1 HP Unlock: 1 HP
Fae can taste the subtle chemical makeup of substances and modify their body based on those discoveries. When eating anything edible, like animals or candy, gain LVL skills. When eating non-edibles like dirt, gain half as many skills rounded down. Feel free to justify if something is edible.
Fae Touch LVL: 2 To Level: 1 HP Unlock: 1 HP
When you use skin on skin to induce climax, you can learn up to LVL skills relating to the person, situation and/or environment you're enjoying yourself around. Masturbation, handjobs and mammary sex will all trigger this skill.
Fae Worship LVL: 2 To Level: 1 HP Unlock: 2 HP
Those individuals you subjugate physically, mentally and emotionally feel a strong urge to serve you. Roll CPT to convert someone you have beaten in combat into a servant. Different types of servants have different attribute pools in your Workforce. On conversion, choose from LVL skills.

Storage & Transport Heritages

Storage skills are very practical and free skills which enable a Fae to hold all of their inventory in a condensed form. These are standard skills just about every RPG character has-- an item bag, a belt of capture balls and an internal purse.
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Fae Bank Account LVL: N/A To Level: N/A Unlock: FREE
You can reach into any part of your body, such as your ears, and both remove and deposit Credits. Credits from revenue streams are deposited directly into your body at the beginning of each day, and debt can be paid to debtors internally.
Fae Greed LVL: 1 To Level: 1 HP Unlock: 1 HP
Your greed physically alters the bodies of creatures you kill to generate credits upon their death. Every time a monster or swarm is dispatched by your actions, you can locate LVL Credits on their body. If you kill a monster in another realm, you will receive that realm's currency instead.
Fae Navel LVL: N/A To Level: N/A Unlock: FREE
You have a hyperspace pocket inside of your bellybutton that can be accessed by pressing against it lightly. This storage is weightless and allows you to carry things much bigger than your size inside of it. An item must be yours or stolen to store it. Allows unrealistic inflation and vore.
Fae Transfer LVL: 1 To Level: 1 HP Unlock: 1 HP
Requires: Fae Navel. In order to efficiently serve your entourage, you need to be able to move a lot of them quickly. This skill allows you to store up to [LVL * 5] entourage members in a medium of your choice, such as a book or a tattoo. This effect is temporary and will wear off if you do not maintain it.

Transformation Heritages

All of these heritages allow you to change your shape, size-- even your voice! Your Entourage will still recognize you regardless of your form, but these heritages can even allow you to shapeshift back from death. If you die and don't have Fae Shapeshifting, you may have to complete something in the Realm of the Dead to come back to life...
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Fae Instability LVL: 1 To Level: 1 HP Unlock: 1 HP
Requires: Fae Transformation. You gain LVL free traits to swap out daily, at any point in time. Refreshes when you sleep, like all other daily skills.
Fae Nameshifting LVL: N/A To Level: N/A Unlock: 1 HP
You can freely change your name, the names of your entourage members or the name of your Clan. This change is reflected in parentheses on Entourage members, but otherwise goes unnoticed.
Fae Radiance LVL: N/A To Level: N/A Unlock: FREE
You're instantly recognizable by members of your Entourage, even if your form or sex changes. You also have a natural androgyny that makes it possible to seduce males and females regardless of their sexuality. Asexuals and demisexuals are unaffected by this skill.
Fae Shapeshifting LVL: 5 To Level: 1 HP Unlock: FREE
You have the remarkable ability to shapeshift your body into different racial templates! You can take up to LVL racial traits from any racial template you or your ancestors have picked up along the way by gaining [1 COR]. It is possible to remove the [Ghost] racial template and revive this way.
Fae Sizeshifting LVL: 1 To Level: 1 HP Unlock: 1 HP
Requires: Fae Shapeshifting. You can change your SIZ Ratio [LVL] times a day. This effectively allows you to untether your size from your racial template. Example SIZ Ratios: [Tiny][10 MAS:1 SIZ] - [Pet][Child][50 MAS:1 SIZ] - [Humanoid][100 MAS:1 SIZ] - [Huge][Long][Centaur][150 MAS:1 SIZ] - [Giant][1000 MAS: 1 SIZ]
Fae Tongue LVL: N/A To Level: N/A Unlock: 1 HP
You have the fun ability to speak a universal tongue that any creature, beast or person can understand. Your voice is also conveyed to the deaf and those that couldn't hear in the first place-- yes, talking to a rock becomes possible. You can also modify your voice to take on new properties freely.

Return to Player Handbook

If you came here from the Player Handbook, here's a handy link back to it!

Gaining Skills Through Heritages

 You may have noticed that several Heritages are in the 'Skill Gain' category. The skills these Heritages award are often times useless, often times hilarious and often times fun to play, but each type of skill has a cost to it and a creation method.

Standard Procedure

 In this example, our player Gluttony wants to apply for a Skill Gain Heritage, Fae Taste, after they eat an omelette and bite into the plate. At this point, it's in the GM's right to decide whether or not the claim is any good. Gluttony might have applied for something they've already used Fae Taste on before, or the GM might not give them Fae Taste for the plate. We're going to assume that the GM chose to accept both applications, since the player did technically taste them both and this was her first time eating both.
 Next, the GM needs to consult the level of Gluttony's Heritage to see how many skills they need to write up for her. Gluttony has Fae Taste at LVL 2-- this means that they can get 2 skills for the edible omelette, and 1 skill for the inedible plate. The GM then makes several related skills for the player to pick and choose from.

Power of Puns

 The thing that helps me the most when making skills is to figure out the skill name before anything else. Since we're talking eggs anyhow, all of the skill names will have to do with eggs-- [Omelette du Fromage], [Sunny Side Up], [Chicken First]->[Egg First] and [Eggcellent] are all names I thought up in the span of a minute. Once you have the name, you can quickly try and figure out what kind of skill matches it-- perhaps [Sunny Side Up] improves mood, and [Chicken First]->[Egg First] would have [Egg First] as the cursed portion of the skill. Puns, phrases and wordplay are your friends.

 The GM has now come up with three skills! For the first set of omelette skills, he decides to use the names [Omelette du Fromage] and [Sunny Side Up]. For the second set of skills, he decides to use the name [Plate Lickin' Good]. Each of these skills is worth 1 COR, which means that his player has to gain corruption to take the skill. For an idea of how a conversation like this might turn out, let's see what a discussion between the two of them might look like.

<< Messages

Gluttony-chan!

Details

Alright, Fae Taste for the omelette:
[Omelette du Fromage] - If you know the French name for something, you can get a +1 bonus on rolls against it. Next skill... hrm...
I have it. [Sunny Side Up] - If you make an egg dish for someone else, their mood will improve for the rest of the day.
Next, the only plate skill availiable is [Plate Lickin' Good] - If you lick the plate after eating at a restaurant, it's worth double servings.

That last one definitely sounds cursed...
Okay doke, I'll take Omelette du Fromage and Plate Lickin' Good for 2 COR.
Um, any blessings or curses?

[Plate Lickin' Good] is cursed!
[Finger Lickin' Good] - Whenever you use Plate Lickin' Good, roll GUT. If you roll a one, you bite your hand and lose 1 PA. To remove, eat a live chicken.

But we're in the middle of a city!
Can't I just eat some fried chicken?

This is why it's called a 'curse' and not an 'inconvenience'.

Balancing Newly Created Skills

 Now that you've created a few skills, you need to learn to balance them. The majority of this process will come out through trial and error, especially if you're new to GMing or playing. For example, you might make a skill which double's the player's [WRA] with no discernible downside-- we'll call it [Nerd Rage] - Double WRA if you say something nerdy before charging into battle. The key thing to look out for when you've made a broken or unbalanced skill is the player's over-reliance on the skill. If, every time you initiate combat, the player triggers the skill-- you've made it unbalanced. Luckily, any skill can be balanced with a good amount of watering it down.

 [Nerd Rage]'s problem is that it has no equivalent downside to activation, so why don't we give it something equivalent? Your first instinct may be to halve another statistic. This isn't a bad starting point-- [Nerd Rage] doubles a statistic, so halving another seems like, mathematically, it should even out. But in practice, this isn't an equivalent trade. Let's assume that the new text is [Nerd Rage] - Double WRA if you say something nerdy before charging into battle. In exchange, your ENV is halved as you throw a tantrum about it. But this isn't a problem for our player. Why? Because they have [WRA 5] and [ENV 2]. That means, while they lose 1 point of [ENV], they gain 5 points of [WRA]. This is an equivalent to a 4-point increase-- still unbalanced, by any stretch of imagination.

 So, what can we do? We can't just take away [Nerd Rage], your player has practically built their character around it by now. But instead, we can tweak the language slightly. To begin with, I'd stop it from 'doubling' [WRA]. Any time you double or triple a value, players can and will find a way to stack doubles on top of each other or boost their stats high enough to reach the [1d20] threshold. Instead, we're going to change the text to [Nerd Rage] - Increase WRA by 2 if you say something nerdy before charging into battle. This is already a good start, but we can do better. The difficulty of activating this skill isn't high, so why don't we add a new cost to it? The cost should feel appropriate... how about requiring them to open a mint condition collector's item whenever they trigger the skill? Any nerd would become outraged over that. [Nerd Rage] - Increase WRA by 2 if you say something nerdy before charging into battle. Cost: 1 [Mint Condition] toy or comic book.

 Now, instead of the broken 'double your [WRA]' skill we had earlier, we have a much more realistic 'spend 10c and say something nerdy to increase your WRA by 2' skill. It's still a powerful skill, even with the readjustment-- but it's not game breaking, and that's what matters. But, now we have a problem in the opposite direction. One of the skills we created earlier sucks. [Crash Banditcoon][Curse] - When you're not a [Raccoon], you crash every vehicle you drive and you lose 10c every day. The only way to remove this skill is to build a tiki totem and use it as a weapon to defeat an evil genius. How can we fix this mess into something that's not just punishing, but is rewarding to the player?

 Sometimes, the problem with underpowered and underused skills is that they're too verbose, complicated or specific. In the skill [Crash Banditcoon], all of the effects of the skill make sense from a pun standpoint, but they're incredibly difficult to follow from the player's point of view. Not only are the activation effects bizarre-- anytime you are anything but a raccoon all these bad things happen to you-- but the method of removing the curse is incredibly complex. I think we can cut out some of the complicated factors to make the skill a little easier to understand and avoid the curse more effectively. [Crash Banditcoon][Curse] - When you have no [Raccoon] racial features, you lose 10c every day. To remove this skill, defeat an evil genius.

 We've made a good start, but our players are still complaining that the skill is punishing them too hard. Let alone meet an evil genius, they have to defeat them or lose 10c every day? Won't losing 10c every day make it difficult to beat such an extraordinary genius of great malicious intent? Frankly, I agree with the player in this instance, but that doesn't mean we have to give up on the skill. It just means we need to make it less punishing. Perhaps there's an easier way to remove this curse... what if we can help the evil genius instead? And to prevent the player from feeling like they're bleeding money, why don't we ease the daily credit loss? [Crash Banditcoon][Curse] - When you have no [Raccoon] racial features, you lose 5c every day. To remove this skill, defeat or aid an evil genius.

 This new curse gives choices instead of taking away choices. This is important-- if a skill seems bad, and simplifying the skill doesn't help, consider the ramifications the skill had on the player. The original [Crash Banditcoon] forced the player to give up being any race that wasn't a [Raccoon] and forced them to beat up a villain in a very specific way. This new curse still allows the player to experiment with the [Raccoon] racial template by mixing it with other races, lets the player choose which side of the villain they'd rather be on, and doesn't restrict their choice of weapons at all. You'd be hard pressed to find a player who would complain about a curse that has an avoidance condition, is relatively easy to resolve, and only gives a small penalty to credits every day. These are just a few ways you can balance your skills upward and downward-- for the rest, I'm afraid you're going to have to experiment.

Fae Blood and Bloodline Skills

 [Bloodline] skills are skills designed to be carried from ancestor to descendant. All members of the player's clan share a single bloodline, tracing all the way back to the first ancestor and being passed from generation to generation. This means that players carry [Bloodline] skills and artifacts to new characters, and over time become powerful from the start. Bloodline skills should be relatively weak, but are either versatile or give the players a head start. In this section I'll give two examples and explain why they work as [Bloodline] skills, to help you understand how to make your own.

 Our first example is [Fire Affinity][Bloodline] - Whenever you gather Fire-attributed KMP, gather an additional 1 KMP. In addition, give +1 Mastery to all Fire-attributed skills. This skill wouldn't be out of place if you were a member of a family which primarily passed down fire spells through the generations. If all magic users of the Phoenix Clan practiced fire magic, over time weaker fire mages might have married into the clan and had offspring with even more powerful fire magic. This skill gives all members of the Phoenix Clan a head start when gathering Fire KMP and learning Fire spells, but it isn't so fast that they can skip practicing altogether. This also makes it a great [Bloodline] skill, because it gives players a head start when making new characters without putting them too far ahead.

  Our second example is [This Technique Has Been Passed Down The [Bloodline] For Generations!][Bloodline][Mastery: 0/10] - WRA technique. The opposite of creation is destruction-- attack from a distance by punching a rock towards your target's face. Aside from being an outdated reference, this bloodline technique isn't particularly powerful but serves to make the player more versatile. WRA attacks without a weapon typically require the player to be in close proximity of the target, which gives their target a chance to counterattack instead of defending. With this technique, WRA attacks can take place from any distance with a simple punch from the player-- improving their versatility without being overpowered. These two skills should serve as a good guideline for understanding and creating future [Bloodline] skills.

[Bloodline] Mastery and LVL

 A [Bloodline] skill's Mastery and LVL does not carry between generations, unless otherwise noted in the skill. However, the player may spend an additional [1 SP] to increase the skill to [Mastery 10/10]-- in this case, the player trained their technique from a young age to master it before reaching adulthood. Give them the additional skill choices for mastery if they spend a skill point to master it, just as if they had mastered the skill through play.

Fae Soul and Realm Skills

 Some skills talk about other 'Realms'. For the purposes of gameplay, a Realm is a universe in an alternate dimension. The Realms that exist are endless, often intersect with one another, and tend to represent 'ideas' that live their own life in another world. In FAE, creatures and people are born in the Mortal Realm, where they live until they die. When they die, one of a few things happen to their soul-- some spirits choose to remain in the Mortal Realm as ghosts, and others pass on to higher realms. The Realm of the Dead is by far the most popular Realm to travel to, but inside the Realm of the Dead are passages to minor Realms which belong to individual Clans. If someone is a member of that Clan, personally killed by that Clan or invited inside by the Clan who owns the Realm, they live in that Realm until they are released by the Clan Leader. In most cases, Clan Leaders are the most recent Fae who have become a member of that clan, but lazier players have been known to hand off their duties to lesser ghosts and live their afterlife without responsibility.

 Realms of the Living and Dead are not the only realms that exist, however. Also seen in the main rulebook are the Digital Realm, the Nightmare Realm, the Dreamscape Realm, the Memory Realm, the Realm of Time, the Outer Realm, the Infernal Realm, the Holiday Realm, the Metagame Realm, the Spirit Realm... the list is endless, because each Realm is just a separate location the player can access through some means before returning back to their own. Given that, there's some penalties for traveling between realms-- typically, a monetary sum must be paid or a cursed skill must be taken to return back to the Mortal Realm, but some realms have unique return conditions which can easily be met.

 While the majority of the player's skills function properly outside of the Mortal Realm, some skills can only be used inside of the realm they were given in. These skills are collectively known as Realm skills and are given exclusively through Fae Soul and Realm Goals. Instead of using a normal heritage in another Realm, players use Fae Soul to gain new skills in these realms for twice the cost. These skills, being limited in use, are much more powerful than their Mortal counterparts and come in the format [Skill Name][Realm] - Skill Description. If a skill says [Dreamscape] in the [Realm] slot, then that means the skill cannot be used outside of the Dreamscape Realm. If it read [Nightmare] in the [Realm] slot, then it can be used in any part of the Nightmare Realm!

 Because accessing and leaving these Realms is tricky business, you should ensure that the skills you give players through Fae Soul are fairly powerful. The Realms mechanic was introduced as a way to give the players a small activity to do between monotonous or boring times, and it's a great chance to let the player overcome a small obstacle and get a fun reward without effecting their daily routine. Players will typically want to leave after exploring for a while and return to their daily life-- you want to encourage this behavior, especially if they start asking when they can go back to playing! Carefully allow your players to visit other Realms whenever they need a break in pace, and they'll jump right back in where they left off.

[Mortal] Skills vs Regular Skills

 If you read the previous section, you know that [Skill Name][Realm] means that the skill can only be used in the [Realm] specified... but did you know you can also specify if a skill can only be used in the Mortal realm this way too? [Skill Name][Mortal] means that the skill can't be used inside of other realms! Don't mistake [Mortal] skills with regular skills-- regular skills can be used in any realm because they represent your basic abilities. Also, don't give [Mortal] skills the same power as regular Realm skills-- players spend most of their time in the Mortal Realm, unlike other Realms!

[Fae Worship] and [Fae Service]

 Fae are powerful beings, and it's easy for a mortal to get caught up in the notion that they are gods among men. When someone sees a Fae create giant cityscapes with a wave of their hand or give birth to a dragon several times their size, it's possible that some might confuse their actions for a miracle. We call this sensation 'worship', and the act of devoting yourself to that god 'service'. Of course, some Fae might actually service a god themselves-- they might find themselves enamored with a lover or a religion, and wish to spread that religion as far as possible. This section explains how to GM both sides of the equation, and how to deal with Divine Heritages that rely on Faith (FAI).

 [Fae Worship] enables a player to convert others to a religion which follows their Fae. While many can be converted directly through shows of force or glamour, even more can be converted passively using miracles. Miracles are acts that are impossible for an individual or a band of mortals-- they are exaggerated in hushed tones through bars and /chan/ boards across the land. If a miracle is actually performed, a HUM or PRI roll will normally suffice-- but what if the miracle is faked? Nobody ever said a player had to actually perform a miracle to create the illusion of a miracle. If a player performs an act by accident, some may follow them out of misunderstanding-- they should roll ENV if the trick was intentional, but AVA if the miracle was an act of luck. As long as the impossible is made possible, there will be those willing to follow the player.

 Those who do follow players are easily duped to begin with, seeking for something to hold onto in their turbulent life. Many fear their own deaths, and need any consolation that they can do something to prevent being sent to Sheol. Luckily for them, players can provide that consolation! Since Clans have their own realm, they can promise their believers an afterlife that conforms to the player's ideals-- and they can make that afterlife heaven or hell for the cultists who follow them. They'll cling dearly to the player's commands in an attempt to reach their paradise, but this devotion comes with a tinge of... insanity.

 Because following Fae is considered a deviant from the norm, most worshipers are known as [Cultists] by the general population-- and it shows. A player's [Cultist]s need a set of instructions to follow, commonly known as holy scriptures or a bible. Players should take care when giving vague or unclear directions because in all likelihood they're dealing with the least hinged of the population. While a simple direction like 'Thou Shalt Not Kill' intends for the reader to lessen suffering and avoid casualties to any rational individual, players are dealing with lunatic devotees. One sect of the population will interpret this to mean that they should become super-vegans who eat dirt and the other sect will take this to mean that you shouldn't let your victims off easy-- you need to prolong their torture as long as possible. Because sectarian conflict and misunderstandings can be dramatic and hilarious to follow, it's highly recommended that the GM tries to include them whenever possible.

 fae tribute is about offtering things money, food, blood, whatever and they get blessings from tribute slots and there's sacrifice where verginity and life can be put on slab offerend to you drop your COR they are cleansed of their sins

really funny disclaimer about virgin sacrifices

 there was ajoke here that was really cute and tongue in cheek and it had lawyers get pleased because we condoned ingame use of sacrifice trope but don't condone it out side and we don't condone talk show hosts either

Additional Reading