Trickster Fae
Trickster Fae
AX.GHW.13.05.06
Type: Fae, Standard
Power Package: Standard (7D)
Size: Medium (variable appearance)
Attributes: Body 2D · Speed 3D · Wit 3D
Talents: Athletics 2D · Deceive 2D · Lore 1D · Stealth 1D · Resonance 1D
Health: 32 (20 + 2 + 10)
Defense: 2 (1 + (3+0)÷3)
Saves: Body 4D · Speed 5D · Wit 5D (Wit Save at 6D, see Cunning Evasion)
Attacks
- Glamour Bolt (Primary Action): Wit + Resonance vs Wit Save, 3 damage; target experiences a false sensory hallucination for 1 round (sees, hears or feels something that isn't there)
- Unsettling Touch (Primary Action): Speed + Deceive vs Speed Save, 2 damage; target's equipment is telekinetically rearranged (holsters emptied, keys moved, etc., minor practical disruption)
- Misdirect (Free Action): Wit + Deceive, creates a glamour duplicate of the Trickster in an adjacent Close-range space. Attacks targeting the Trickster have a 50% chance of hitting the duplicate instead. Lasts until struck or the Trickster dismisses it.
Category Traits
- Cold Iron Vulnerability: +2 damage from cold iron; suppressed for 1 round on hit
- Rowan Aversion: Must spend Primary Action to cross rowan barriers
- True Name: Knows own true name; compellable with it
Special Abilities
- Cunning Evasion: The Trickster adds its Deceive talent as a bonus die to Wit Saves (reflected in the 6D Wit Save above).
- Reality Adjustment: Once per scene, the Trickster can alter one aspect of the physical environment within Near range: move a piece of furniture, lock or unlock a door, change what a document says, alter a phone display. The change is real, not glamour, and persists after the Trickster leaves. This ability requires a Free Action and concentration; the Trickster cannot use it while being attacked.
- Bargain Drive: The Trickster is compelled to accept any bargain that amuses it. GMs should have Tricksters presented with interesting deals instinctively engage rather than flee. This creates roleplay leverage. A Trickster that is being outmaneuvered socially is less dangerous than a Trickster that is bored.
Tactics
Tricksters do not want to fight. They want to play. Combat with a Trickster is disorienting. Misdirect means attacks miss unpredictably, Glamour Bolts cause hallucinations that make teamwork difficult, and Reality Adjustment ensures the environment never cooperates. Tricksters flee when badly hurt, but will return. The best resolution is a bargain: give the Trickster something interesting to do elsewhere.
Lore & Ecology
Trickster Fae exist across every cultural tradition, puca, pixie, Robin Goodfellow, the Fool, coyote-touched, dozens of others. They are drawn to human settlements specifically; the complexity and density of social life gives them endless material. Urban Tricksters are more dangerous than rural ones because they have more tools: digital systems, traffic infrastructure, surveillance blind spots. A Trickster who has learned to work phones and social media is a significant threat to Veil maintenance even without direct violence.
Destruction/Banishment
Tricksters can be killed by cold iron or destroyed through sufficient conventional damage if trapped. They can be banished by true name plus command (Wit + Resonance vs Threshold 2) or, more reliably, bound to a bargain that requires them to leave and not return. Faeborn characters get an automatic +1D to any Wit roll involving negotiations with Tricksters, as they share enough of the same resonance layer to communicate more directly.
Scene Materials
Investigation: pattern of inexplicable mischief, items that move, systems that malfunction without cause, someone finding impossible things in their possession. Encounter: negotiate first. Combat: chaotic, three-dimensional, never fights in a straight line.