Stability

Stability reflects how far the Faerie has been able to stave off the decline into sheer randomness and pointless behavior that usually claims most faeries eventually. Their link to the Wyld eventually consumes them.

Each Court teaches you to build stability in different ways. They have different "Hiearchies of sins". Faeries who voluntarily breach their Court's code must make a check on the appropriate virtue (Difficulty 6). On a failure, they lose no stability. On a success, they lose a point of stability and of the virtue. If they get a success on all their virtue dice, they get a derangement as well.

Given that Faeries are creatures of great passions, they must use their virtues to control those passions. Otherwise they may act on impulse, rather than on common sense. Faeries do not actually frenzy, but go into a state of obsession that is similar in some ways. They will ignore everything but the goal of that obsession until they have accomplished it. They must spend willpower to turn aside from that goal. One Willpower point can be spent to negate a fear obsession, to set aside a revenge obsession for a scene, or to resist an anger obsession for one round. Obsessions last until you achieve your goal or spend five willpower points. You need make no more obsession checks while you are obsessed. At the end of a scene you can make a check again on the virtue to break out of the obsession.

Compassion: Faeries are noted for vengeful rages when they have been tricked or robbed. They don't appreciate such things. A failed compassion check results in an obsession with getting revenge on that person, to the exclusion of all else.

Difficulties:


Honor: Faeries respond poorly to provocation and insults against their honor. But the more secure a faerie is in his honor, the more he can bear with such insults if it is necessary. A faerie who fails a Honor check falls into a vengeful rage....similar to a vampire or werewolf frenzy. She no longer suffers from wound penalties until she comes out of the obsession. The obsession ends automatically if the target is rendered unconscious or killed.

Difficulties:


Fearlessness: Faeries fear two things...Iron and the Power of True Faith. Holy items empowered with True Faith can force faeries to flee, as can the presence of Iron. (Although not Steel...) A faerie who fails the check will flee until he can no longer sense what has caused his flight.

Difficulties:


Stability Effects:

A faerie with a Stability of 8 or higher is probably calmer and more together than many mortals.  When dealing with mortals who appreciate calm, order, and stability, he gains one bonus die for social interaction rolls per point of Stability above seven.  These bonus dice turn into penalty dice when dealing with Wyld-oriented beings.

A faerie with a Stability of 6 or less makes most mortals, most Garou (except Fianna), Mages, and Vampires uncomfortable. He loses one die off social interaction for every point of stability under 7.  The exception is that really creatively inclined or Wyld-oriented beings will actually sense the power of the Wyld within him, and thus the penalty dice turn into bonus dice.

If a Faerie drops to Stability 3 or lower, he gains one derangement for each point below 4 he has.  These derangements vanish if he manages to climb back up the scale to 4 or higher.

Stability is also used to create or maintain Arcadian realms, and certain other purposes.

Seelie Court

The Seelie play by a medieval code of chivalry. Armed Robbery is okay, but theft by stealth or deceit is not. Loyalty, and your word and oath are all important.

Stability is Compassion+Honor

Stability loss caused by
 

Unseelie Court

The unseelie follow a darker form of Chivalry. Vengeance is their highest virtue. They believe that gaining personal power is the way to win the game, but they are organized in feudal fashion. They also enjoy exploring pain and the darker emotions in an aesthetic sense.

Stability is Honor+Fearlessness

Stability loss caused by:
 

Dryadic Court

The protection of the wilderness is the key to victory. You must protect the wilderness and its inhabitants from unnatural threats, like hunters, urban development, etc. Those who act in attunement with the wilderness are okay, anyone else is unimportant and can be disposed of at will if they threaten the wilderness and its creatures. The dryadic court has strong ties to the Garou and other shifter-kin.

Stability is Compassion+Fearlessness

Stability loss caused by:
 

Tinker Court

Whoever builds the best/biggest toy wins! The key to the rules for the Tinkers is the invention of new devices, and the improvement of old ones. Tinkers are discouraged from interfering with each other's work...This is just too dangerous when Tinker devices are concerned. What you do with the rest of your life is your own affair...but you should always strive to learn more about machines, and not destroy the machines of others.

Stability is Honor+Fearlessness

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Romany Court

What's yours is mine, and what's mine is yours, if you can get it away from me...The game is to be won by showing you are the best trickster of all. If you can fool someone, it is your moral duty to do so! But you shouldn't hurt people. Never leave a poor man penniless or steal someone's only food...But if they can afford to lose it, it is okay to take it. The Romany hold very much to the traditional faerie concept of possessions (See Faerie customs section)

Stability is Honor+Fearlessness

Stability loss caused by:
 

Seeker Court

The seekers see the key to victory in the game as being gaining knowlege. The two most important things are to learn new things and spread the knowlege to others...Do whatever it takes to gain knowlege....Killing is frowned on, although sometimes necessary.

Stability is Honor+Fearlessness

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Aesthete Court

It is through the creation of beauty, in yourself and other things that the Game will be won. The more beauty you create, the better. The highest pursuit is the creation of art. Art must be judged for its own sake and on its own merits, not that of the creator of the art.

Stability is Compassion+Honor

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Ascetic court:

The ascetics are seen as complete weirdos by other faeries. They try to deny their faery nature by being in control of their bodies and emotions at all time. They stress control of your emotions and bodily desires. It is by winning over temptation that you will win the game.

Stability is honor+Fearlessness

Stability loss caused by:

Guardian Court:

The guardian court believes the faeries have a duty to protect and aid those who perform the traditional rites associated with seeking the protection of faerie kind. Typically, this involves leaving some of whatever you produce for the faeries to take, leaving food for them, periodically thanking them for their assistance, and helping them when they need your services. In return, the Guardians will help you in your labors, clean your dwelling, perform various special services, and defend you from supernatural threats. Those who abandon these duties lose the protection of the guardian court. They "earn points" by helping those who are worthy...

Stability is Compassion+Fearlessness

Stability loss caused by: