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=====Fae Born===== It's theorised that the Fae have been inhabiting parts of our world for long enough to have witnessed its beginning. The legends surrounding them speak of a last refuge of the old world hidden from humanity behind the pathways and gates that the Fae creatures use to travel the mortal world. The history of the Fae creatures and the legendary history of the world are heavily interwoven. The one fact that agents can embrace is that these creatures will hold themselves to the letter, if not the spirit, of an agreement or promise that they make.</br> All Fae have the following '''''Universial Fae Powers''''' - Ageless [1], Awareness [4], Doesn't Sleep (Tireless +1) [2], Immunity to Disease [1].</br> They also all suffer the following '''''Fae Banes''''' - Distinctive Appearance (as Minor Hindrance) [-1]: a fae unnatural features makes them stand out if they don't hide their nature. Environmental Weakness (as Minor Hindrance; Iron. Suffering +4 damage from iron cast weapons) [-1]. Vow (as Major Hindrance; 'Bound by Words') [-2]: the fea are obsessed with keeping their oaths and 'word' in all manners. They can't easily break their promises or words without suffering curses, something they do not tolerate.</br> CLASSIFICATION OF FAE BORN :CHANGELINGS: There was a time when the Fae would leave behind changelings in place of the human children they stole, though the creature would eventually be discovered and forced to flee. Perhaps they would let part of their appearance slip, give into their βuniqueβ sense of humour, whisper words in the dark, or else the family would somehow sense that something was not right. Regardless, the results were often traumatic. Changelings that join the B.P.R.D. typically use a humanoid appearance to fit in with their new family, but still are able to shift their appearances. As a nomal Hindrance many Changelings take Secret as even amoung their friends they are obsessed with them. ::'''''Changeling Powers''''': Chameleon [3]. ::'''''Other Common Changeling Powers''''': Changelings can spend their remaining points on the following powers: Aquatic, Armor (magical item), Awareness, Blind, Boost/Lower Traits, Dodge, Fear, Genius, Healing, Heightened Senses, Illusions, Invisiability, Jinx, Malfunction, Melee Weapons (magical/special weapons or natural weapons like bite and/or claws), Mind Control, Mind Shield, Obscure, Pace, Parry, Shape Change, Shrinking, Super Attributes and Skills (max arouond d12+3), Super Edges, Teleport and Uncanny Reflexes. :THE NOBLES: There are documented cases of nobles within the Fae courts appearing largely human and possessing extraordinary powers, such as shapeshifting and an ease of channelling magical energies. Nobility of the Fae may join the B.P.R.D. out of a deal struck with an agent decades ago or simply to see the decline of their kind staved off. After all, if this world ends, there will be no human children to steal to replace their dwindling number. Many Noble Fae will normally take the Hindrance - Code of Honor. ::'''''Noble Fae Powers''''': Super Edges: Aristocrat, Attractive [4] ::'''''Other Common Noble Fae Powers''''': A Noble Fae may spend their remaining points on any of those listed under the Changeling's power list plus Chameleon , Mind Shield and Super Sorcery. :PRANKSTERS: Fae creatures have a universally odd sense of humour. They delight in pranks and outwitting other creatures and each other. Despite this, there is very rarely any malicious intent behind the pranks, not directly at least. An agent may find their shoelaces replaced with strawberry lace candy, or their keys hanging from the branches of the third tallest branch of the nearest tree. Though these pranks are ultimately harmless, they often set in motion a series of events that either lead to great calamity or avoid it; in retrieving the car keys, the agent discovers a glyph only visible from a heigth. Pranskers often have the Hindrance -Driven depending on the level on how often they must play a 'prank' on another. ::'''''Common Prankster Powers''''': The prankster fae can spend their remaining 25 points on any of those listed under the Changeling's power list plus Chameleon , Mind Shield, Shirking and Super Sorcery.
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