Attributes
body6
mind6
reflex4
sense6
presence8
will6
Skills
Crafting
brew(Sense)
build(Mind)
2infuse(Pres)
unmake(Will)
Fighting
shoot(Reflex)
1strike(Body)
2throw(Body)
2Knowledge
nature(Will)
civilization(Mind)
arcane(Sense)
spiritual(Mind)
Social
deceive(Reflex)
sway(Pres)
intimidate(Pres)
2intuit(Pres)
lead(Will)
Utility
medicine(Mind)
maneuver(Reflex)
navigate(Sense)
overpower(Body)
perceive(Sense)
endure(Will)
prowl(Reflex)

Resources
Money0g
Status
Strain
0
Worn Armor
0
Temp Armor
0
Fate Tokens
0
Wounds
Minor Wounds
Major Wounds
Mortal Wounds
Character Abilities
Subclasses
Descriptors
Race Abilities
Base ConnectionsSelect an element of the base world as your obsession (examples: Flowers, silver, stars, hay, etc.). You gain a +1 bodily integrated conduit that is part of your body. You can use conduit points to add to this conduit if you desire.
Blood of the FaeOnce per [Rest], speak a phrase without spending a strain. This can be of any medium, even one you don't have experience with. You are vulnerable to attacks with cold iron weapons and have disadvantage on checks made to escape cold iron chains or locks. In addition, if you return to the faeland you can spend a Downtime or Rest action to change from a shadow fae to a light fae.
Binding OathsOnce per [Downtime], you can make an agreement with a being, shaking hands or verbally coming to mutual agreement. If you or they break the agreement, that being takes injuries equal to [½ your will + tier]. You must decide this upon making the agreement. This is a magical effect but beings under its effect are not automatically aware of it.
Class Abilities
No abilities selected — check abilities in the Class Reference below.
Titles
Custom Abilities
No custom abilities.
Allies
No allies yet.