Worrytaker
Worrytaker likes to make deals to take people's worries which he later dines on with relish. He charges for the privilege. He finds that it just complicates matters if he volunteers the part that he also takes their memories of the thing that worries them. After all, if they remember it, it will just bring fresh worries.
He agreed to do three favors to a powerful Fae in order to obtain the Aetheric Aspect. This debt has since been sold to Queen Maab. She has yet to collect. Most likely she plans to trade individual favors to others.
Winter Court Fae
High Concept: So It's a Deal, Then?
Trouble: Easily Distracted By Shiny Things
Additional Aspects:
- Keeper of the Halls Of Worry
- TBD
Approaches: Flair 3, Guile 2, Focus 2, Intellect 1, Haste 1, Force 0
Conditions:
- Ferroburned (sticky): If you suffer a physical injury inflicted by an iron weapon, mark this condition as well. You must recover this condition before you may benefit from healing or recovering from any physical injury dealt by iron weapons. Recover this condition with the help of a character versed in mystical healing. The healer must overcome a Great (+4) difficulty to clear this condition. 0
- Evocation (fleeting 5) — as described in the Magic section. Standard equipment for True Fae. 00000
- Thaumaturgy (sticky 5) — as described in the Magic section. Standard equipment for True Fae. 00000
- Stress (Fleeting 6): 000000
- In-Peril (Sticky): 0
- Doomed (Lasting): 0
- Indebted (Sticky 5): X0000
Stunts:
- Glamour: You may cast minor veils and seemings with casual effort. You may draw a veil over your whole self, or something else roughly person-sized, hiding it from sight and other means of detection. Or you may cause a person or object to appear differently than it normally does. For larger things, you need to mark one or more boxes of Evocation. An observer may attempt to discern the illusion, but to do so they must have some legitimate suspicion of a subject’s reality.
- Court Favors (req: Court Affiliation): Mark Indebted to call on your Fae Court for favors. One box grants automatic success on a task (provided it is without risk), without having to roll or play out a scene. Two boxes pay for one cost of a ritual or provide a magical resource to assist with a dangerous task. If at least three boxes of Court Favors are unmarked, mark the entire rest of the track for the Court to intervene on your behalf and resolve a situation that is unresolvable under your own power. This intervention requires formally petitioning the Court and convincing it that it is in the Court’s best interest. The court will then do what it wants, any resemblance to your desires being coincidental. Marking the track gets you the audience, but no guarantees.
- Fae Magic: Fae are very magical creatures. You become attuned to up to three Aetheric or Primal Aspects of magic, if you lack attunement to them. Additional Aspects and Higher Order Aspects may be obtained by making a deal with a Fae that is so attuned, just not by default. The Stigistic aspect has a strong cultural anathema among the Fae. One of the advantages of being a Fae is that training can simply be given to them as part of a deal with another Fae. No training montages across the breadth of significant milestones are needed. Just exchange. Knowledge is a commodity to Fae.
- Beauty: You are disturbingly, inhumanly beautiful, at least while glamoured, and optionally when not glamoured as well, at least at character creation. You gain a +1 to actions in social contexts where your attractiveness is a factor. This goes beyond physical beauty and right into the spiritual.
- Winter Courtier: As a subject of the Winter Queen, you are savvy to the Court’s important players and have heard the latest rumors. You are expected to appear when summoned, and will inevitably become entangled in court intrigues. Work with the GM to identify two additional Winter Fae, one ally to assist you, and one rival to confound your efforts.
- In Opposition to Summer: Your role in the Winter Court pits you against members of the Summer Court on a frequent basis. When entering a conflict against Summer, choose +2 to attacks against the servants of Summer, or +2 to defense against their actions. That choice applies through the conflict and may not be changed until the next scene.
- Unseelie Defense: You gain +2 to any defense against someone whom you intimidate. You must create some kind of advantage based on that fear or intimidation before you can take advantage of this protection.
- Greater Glamour (requires glamour): Gain +2 to all actions related to maintaining or defending the illusion of a Glamour. Larger things may be veiled without marking Evocation. Once per session, you may create an NPC as a glamour for a scene and dictate their actions. Others react to the NPC as if it were real but it cannot inflict conditions or harm — if forced into physical combat, the illusion dissolves immediately. Anyone who succeeds with style on an action against the illusion may get the chance to see past it, at the GM’s discretion. (Creation Stunt)
- Demense, or Remense: Your queen has gifted you with a demense or some other holding. It can be in the Khert if desired. You are expected to hold any dependant lands in her name. Comes with minion guards and attendants. (Refresh)
- Phobophage: The terror you inspire in your enemies energizes you. Once per session, after creating an advantage based on a character’s fear of you, invoke that aspect to recover from In-Peril. Extremely strong fear can be used to pay a cost of a ritual, if properly employed. You may gather Umbral power once in a scene using an automatically successful gather power action from a character subjected to a of fear you. (Refresh)
Attunements: Air, Fire, Umbral, Aetheric (Higher Order Aspect).
Refresh: 1
Keeper of the Halls Of Worry: This is a Demense in the Khert. It has a beacon in the Mountains Waterstone it is tied to. He has staff and guards that tend to be minor Fae and Wee Folk.

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