Storm over the Bay
Bestial Rage: Whenever this Fae smells fresh blood, they risk going into an uncontrollable rage. While in this rage, they will attack the nearest person, friend or foe. To see if the Rage takes them, players must make a Spirit Roll. If they succeed they resist their bestial nature. If they fail they become enraged. When the character becomes enraged, the player must make a Spirit roll each round to regain control. In the event of a critical failure, they can only make the Spirit roll every 2 rounds.
Blood Thirst: Fae with this Scourge must consume 1 pint of blood per day, or suffer a Fatigue. At the end of the third day without blood, the character is incapacitated. Each day after, they suffer 1 Wound. If they do not receive blood by the seventh day, they die.
Environmental Dependence: Some Folk are dependent on a particular type of environment for survival. They must spend at least one hour per day in that environment, or suffer a Fatigue. At the end of the third day outside their environment, the character is incapacitated.
Environmental Weakness: A Fae with this weakness is particularly susceptible to a specific environment (Cold, Heat, Wet, Dry). All Vigor rolls are at –2 while in this environment.
Folk Bane: Most Fae are susceptible to an object, substance, or action. This can be anything from herbs and metals, to prayer or wearing ones clothes inside out. All actions against someone possessing a Folk Bane are at –4, regardless of proximity.
Frail: Sprites, Brownies, and Littles are small, thin-skinned, or have
hollow bones. They are at –1 Toughness.
Hex: Technology and the fey don’t often get along. For characters with the Hex scourge this is especially true. Anytime this Fae handles high-tech devices, they must make a Spirit Roll, or the device malfunctions. A critical failure (snake eyes) destroys the device. This cannot be a deliberate effort. For deliberate malfunctions, the character must take the Jinx Boon.
Mark of the Beast: Animals are uneasy around you dogs, growl and bark, horses spook, wild animals avoid you like the plague, and trained animals are loathe to let you around them. If you attempt to interact with any animal all tests are made with a -2 penalty. (if you are a were creature, this does not apply to your animal base type)
Night Thing: Not all Fae are at home in daylight. Some only thrive in the night. A Night Thing suffers a 2d6 damage when exposed to direct sunlight.
Small: The image of the tiny, winged sprite may be cliché, but some Fae are diminutive. Reduce Toughness by 2. Being small has one distinct advantage – small Fae are hard to hit. Subtract 2 from any attack roll made against this character.
Slow: Not all Fae are as fleet of foot or wing as those in fiction. Some are slow and ungainly, though just as deadly. This character has a pace of 4, and a d4 Running Die.
True Speak: This character cannot tell a deliberate lie. They may use half-truths and deflection, but if asked a direct question, they must answer truthfully.
Ugly: The popular image of a Faery is that of a stunningly beautiful, winged woman. This isn’t always the case. Some Fae are downright hideous. This Scourge is the same as the Ugly Hindrance in the Savage Worlds rules.
Vulnerability: Folklore often tells of a Fae weakness to cold iron, which is partially true. Many Fae have a weakness to weapons made from a certain substance. It may be iron, silver, gold, or a type of wood like pine or mahogany. The Fae suffers an additional d6 damage from attacks made with a weapon crafted their scourge substance.