If you are using the Fae legacy for a LARP character, reference the merits on this page instead of the core legacy page. Though some merits are untouched, others are adjusted to better facilitate live-action play.
Signature Ability: Contract
A Fae’s Binding contracts can be written or spoken, but can only form with the agreement, intentional consent, and confirmation of all parties. However, once agreed upon, only the letter of the contract matters, and a contract can not be voided unless all parties involved agree upon it. A character cannot be magically be coerced to agree to a Fae’s contract. If that does happen, only possible if the Fae is unaware of it, then the contract is voided as soon as the Fae learns of the duplicity.
Breaking contract deals major harm to the party that breaks it, before voiding the remaining time on the contract.
Within a LARP, players should keep contracts short and simple, written on a notecard and signed by the players of all parties.
Merits
Merits represent the core characteristics, traits, gear, and companions that a character has at their disposal. Merits Tracks represent a form of character health, merits help make actions easier to perform, and many merits provide unique powers and abilities for a character to take advantage of.
Each legacy has 1 signature merit (underlined below), a powerful and complex merit that provides the core ability characters within that legacy are known for. Signature merits can be further enhanced with the meta merits of the same legacy, up to the number of Meta Slots the signature merit has (see the following list after regular Merits). The Fae have a strictly magical origin and may also select supernatural merits.
Signature Merit | Effect | Track | Meta Slots |
Contracts | You can make any contract you are involved in binding as long as all parties agree. If any party breaks the contract, they choose one of their merits and mark its entire track, taking major harm. A Fae’s binding contracts must be written, but can only form with the agreement, intentional consent, and confirmation of all parties. |
2 | 2 |
A personalized notebook or ledger with binding ink. |
Fae Merits | Effect | Track |
Glamor Dust | Spend 1 lost word to create a medium sized illusion that can completely fool 2 senses (such as sound and sight). You have full control of the illusion and it lasts for the remainder of the scene or until you choose to dispel it | 4 |
A pouch of dust collected from fairies and other fey creatures. | ||
Gift Ledger | Whenever you accept a gift from someone, you must share something you consider of equal worth. Whenever someone accepts a gift from you, they must give you a gift in return that one of you consider equal in worth. If they cannot, they can not act against you or your interests until they repay the gift | 2 |
A floating notebook and quill that follows the Fae. A gift given requires a gift in return. | ||
Bestowed Pearl | Mark to give an ally one of your merits, other than this one or a signature merit, as a 2 box temporary merit. | 4 |
A collection of pearls that attempt to absorb the magic around them, collected in a bottle that prevents them from doing so. | ||
Echo Chamber | Burn to cause an event which occurred in the last 10 seconds to happen again. | 4 |
A glass vacuum chamber with a windup seal. | ||
Lost Letters | Once per hour, at the end of a scene, you can instead create a lost word directly; converting something you have seen or heard recently into a lost word. | 3 |
A postal-worker’s pouch of unreturned letters. | ||
Scroll of Names | If you ask for someone’s name and they give it to you, you can mark to create a lost word of that name. | 3 |
An old scroll of barely held together parchment and a variety of “handwritten” signatures. | ||
Polyrhythm Shoes | When you use the flashback action, you can take past actions even if the past you was otherwise too busy or elsewhere to take those actions. | 3 |
A pair of dancer’s shoes with musical script layered on top. | ||
Left Procrastinator | Mark to send a touched target ahead in time 10 seconds. The target returns to the same location or the nearest unoccupied spot. |
3 |
A red, fingerless glove with long frayed threads that appear that briefly vanish when pulled | ||
Right Rewinder | Mark to return a touched target to a younger state and location up to 10 seconds in the past. The target appears in their past location, or in the nearest unoccupied spot, with the same unmarked merit boxes they had in that point of time, though any spent esoterics and lost words are not restored and the target keeps all memories of the lost time. |
3 |
A blue, fingerless glove with short frayed threads that appear that briefly vanish when pulled | ||
Fungal Growths | Mark to gather one of the following specimens: “Numbing Slime,” “Flash Spores,” or “Spreading Mold” | 4 |
Fungi and slime molds grow on your body and clothes. | ||
Hospitality Bindings | You may enter and exit any threshold freely as long as the host has not explicitly barred you personally from entry. While within a threshold you are bound by the Laws of Hospitality as a guest, and for creatures within your own thresholds you are bound as a host. As host, you may rescind guest rights to guest that break the laws of hospitality. As a guest, if a host breaks the laws of hospitality you may freely leave the host’s threshold instantly to a nearby and safe location outside of it. |
4 |
A set of runic, legalese tattoos written on your body. |
META Merits
Meta Merits alter or enhance a legacy’s signature merit and automatically extend that merit’s track with their own. Meta merits are unique to their legacy and cannot enhance any merit other than the signature merit of the same legacy.
Meta Fae Merits | Effect | Track |
Memory | When you make a contract with or for someone(s), individuals can offer memories as part of a trade. When a memory is traded, the original owner forgets the memory completely, though they know a memory was given, and the contract’s recipient can recall the memory at will. Example: memory of your name, a happy moment, a moment of revelation |
– |
Physical | When you make a contract with or for someone(s), individuals can offer up physical features as part of a trade. If the physical trait was associated with a merit, the original owner marks all tracks in the merit and the contract’s recipient gains it as a temporary merit with a track equal to the number of boxes marked. Example: hair color, an eye, ability to walk, sense of taste, etc |
– |
Character | When you make a contract with or for someone(s), individuals can offer character personality quirks and characteristics as part of a trade. Example: honesty, attentiveness, empathy, hope, despair, fear of spiders, love of a person, passion for something, etc |
– |
Blood Bound | When you make a contract, you can choose to make it Blood Bound. Each individual signing the contract must offer 2 of their merits as collateral, declaring which merits before signing. If a party breaks the contract, instead of taking major harm they must burn all boxes on those two merits. |
– |
Recovering Contracts | Contracts you make which are broken will repair themselves after an hour – rebinding the signatories until the contract is completed. | – |
Amendments | You can spend 1 lost word to add or remove a word or sentence from an existing contract. The addition or removal must relate to the phrasing on the lost word. |
– |
Alternative Consequences | When you make a contract, you can include an alternative consequence should either party break the agreement. The consequences must be something be something a party could theoretically enforce themselves, such as by giving an esoteric or using a merit. The consequence then occurs automatically when the contract is broken. |
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Alternative Concepts
Stories are expansive in their ephemeral monsters: trolls, giants, goblins, etc. However, a number of Fae traits also fit other archetypes, such as a lawful devil or an eldritch being unbound by time.