Characters start with a 'High Concept' Aspect that gives an overriding description of their character, such as 'Trickster Lawyer' or 'Fae-Blooded Pastry Chef' or 'Gunslinging FBI Agent'. Characters also start with a 'Fatal Flaw' Aspect, such as 'Hates the Fae' or 'My Great-Great-Great…Grandaddy Likes Me Too Much'. These act like normal Aspects, and help shape the character. Characters also gain five more aspects of their choice.


Characters start out highly competent at skills; they're highly skilled at whatever they do. They gain 35 points in skills and skills must form a 'skill column' — there cannot be more skills at a higher rank than lower, though they may be equal. (Example: Characters may have 3 Good and 3 Average, but not 3 Good and 2 Average. They may have, however, 4 Average and 2 Good).

Skills List

  • Alertness
  • Athletics
  • Burglary
  • Contacts
  • Conviction
  • Craftsmanship
  • Deceit
  • Empathy
  • Endurance
  • Fists
  • Guns
  • Intimidation
  • Investigation
  • Lore
  • Might
  • Performance
  • Presence
  • Rapport
  • Resources
  • Scholarship
  • Stealth
  • Survival
  • Weapons

Fate Refresh

Characters start with a total of 8 points in fate point refresh. Characters who have no powers whatsoever gain an additional 2 points of fate refresh; these points are lost immediately if they gain any powers. Of course, characters may not go below a fate refresh of 1; doing so implies the character has fallen from their humanity.


Stunts cost one point of fate refresh, except your free ones. They may do one of three things:

  1. They may add a bonus to skill uses as a specialty. This bonus is +2 if it's a narrow range such as 'Faerie Magic', or +1 if it's a broad range such as 'Faerie Lore'. In the prior case, the character would get the bonus only when dealing with faerie magic, faerie runes, and so on. In the latter case, they would get the bonus pretty much anytime they deal with faeries.
  2. They may allow you to use a skill in a new way. For instance, a character could say they're very good at fighting from darkness, and ask the GM to allow 'Dodging into Darkness' as a stunt. This allows them to use Stealth instead of Athletics to avoid attacks — as long as there's darkness about. This should only be allowed if it's fairly strongly linked to the character's high concept.
  3. They may give you a benefit. For instance, 'Lair' — you have a lair, including workshops and so forth. Another example might be someone whose will is strong. They might gain 2 stress boxes or a point of mental 'armor' vs social attacks.

Free Stunts

Characters start with their choice of two stunts for 'free'. These do not cost Fate Point Refresh.


Characters may have a maximum of two points of powers to start, and any powers need to be discussed with and approved by Shannon. It's unlikely they will KNOW they have these powers to start. Poke David for more powers. These powers cost fate point refresh as usual. Example Powers include:

  • Beast Change [-1]: You may take on the form of a beast. You do not get special powers such as claws or heightened senses from this change, simply the cosmetic shapeshift. If you wish these powers, take them seperately. You do, however, get to 'respend' your points in skills. For instance, a wolf shifter might reduce some skills to increase Alertness in Wolf form. These decreases must be roleplayed.
  • Ghost Speaker [-1]: You may see and speak to ghosts. They can see and speak to you regardless of whether they can see into the mortal world.
  • Glamours [-2]: You know basic faerie magic. You have two basic abilities: you can draw a veil over something, hiding it from sight. Use the highest of your Deceit or Conviction as a contested check. Even if someone beats your roll, they only know something's 'wrong' and not what. You can also change something's seeming, creating an illusion. These illusions tend to be static for glamours, though basic moving illusions such as a fire is possible, or changing your appearance. A big roaring dragon is right out.
  • Greater Glamours [-4]: As Glamours, with a +2 bonus to each of the basic uses. More complex uses are also possible without this bonus, or to create a huge seeming or veil. You may also create a True Seeming — create anything out of thin air. You may only have one True Seeming in place at once — creating another causes the first to disappear. The character should have the knowledge to create the object, and the GM may require a Fate Point expenditure for exceptionally large stuff (Want to create a car? Have Craftsmanship and spend a Fate Point…)
  • Inhuman Speed [-2]: You gain a variety of abilities from your increased speed. Your Alertness gains a +4 bonus for Initiative. All Athletics checks are made at +1; this becomes a +2 when sprinting. You may move without taking a penalty in a normal altercation. You're just that fast. If you're moving a great distance, you may still have a penalty. You may negate up to two points of difficulty faster when moving from Stealth, due to your speed and coordination.
  • Inhuman Strength [-2]: You gain a variety of abilities from your increased strength. You gani a +3 bonus to lifting or breaking things. You gain a +1 bonus when grappling, and automatically give a 2 point stress hit if you succeed in the grapple in addition to its normal effects. If you use strength to modify a skill, you automatically get a +1 regardless of which skill is higher. You also add +2 damage to a successful hit.
  • Inhuman Toughness [-2]: This power must have a catch (something that bypasses it), such as Iron or Holy Items. You gain Armor:1 versus all attacks. You have 2 points of additional physical stress.
  • Seelie Magic [-4]: You may call on the powers of the Summer Fae. You have the ability to perform magic dealing with life, vitality, heat, and love or peace. This includes the ability to cast magical spells as well as rituals. It is, however, draining to use. See magic below for more information on casting spells of this nature.
  • Unseelie Magic [-4]: You may call on the powers of the Winter Fae. You have the ability to perform magic dealing with death, undeath, cold, and fear or sorrow. This includes the ability to cast magical spells as well as rituals. It is, however, draining to use. See magic below for more information on casting spells of this nature.
  • Wings [-1]: You have wings. These are always present unless you have an ability that allows you to hide them. You move at your normal movement speed.
  • Worldwalker [-2]: You have the ability to jump from the mortal world to its mirroring location in another world. You do not need to pass through Faerie Stones or Hills to enter the realm of the Fae, nor do you need to enter a graveyard haunt to enter the realm of the dead, nor do you need an abyssal stone to enter Hell. You may sense such places automatically unless they're hidden — then it requires an Alertness roll. As a side effect of this ability, you have studied a great deal and have a bonus of +2 to all Survival and Lore checks regarding such places and people.