New Denizen

SELKIE
Example Calling Keywords: Current, deep, flowing, quick, tide, wave, hidden, lying
Path Asset Skills: Athletics, Subterfuge
Path Contacts: Dockworkers, fishers, lifeguards, marine biologists, sailors, Coastal Farmers

PERSISTENT CONDITION: SEALSKIN

You have two forms, one where you resemble an Atlantic Seal and one where you appear human. Neither is your true form and you are at home in both. As a seal you are able to swim fast and endure cold temperatures, as a human you resemble a beautiful and innocent stranger. To transform you remove your pelt and, revealing your human form. If someone were to steal and hide your skin, they would hold great power over you but risk your wrath and ill-fortune.

HEROIC KNACKS

• False Face

While underwater, you have absolute control over how you appear to those above the surface. You may use this as a disguise (a dolphin, for example), but you may also use this to mimic a particular person who you have seen before. In both cases, this imposes a Complication equal to your successes on a Knack Skill roll. If not bought off, observers who succeed will know that something uncanny or strange is happening, but they’ll still believe that you’re whatever you appear to be.

• Swift

You increase your Scale speed by 1 when swimming. You can breach the surface in acrobatic displays — treat this as a vertical jump from a solid surface and apply Scale. Underwater, gain access to the following stunt, which may be purchased on Athletics rolls:
Slipstream (variable): By swimming past a target at high speed, you catch them in your slipstream and drag them with you, forcing them to move along with you for the turn. To resist, they must succeed on an Athletics roll, difficulty equal to successes spent.

• Perfect Charm

You have a preternatural way with words and are extremely good at getting people to do what you want. Treat a target’s Attitude as if it were two higher than it is for the purposes of influence actions. Once per session, perfectly read a character and learn exactly what they want from you or someone else present.

• Kindness of Strangers

When trying to convince someone to provide for your basic needs, like paying for food or giving you somewhere to live, reduce the Difficulty of the action by 1. The Storyguide decides what form this largesse takes, depending on the situation and circumstances of your request.

IMMORTAL KNACKS

•• Ride the Flow

You are one with the water, and so have learned to travel through it in novel ways. Spend 1 Momentum to immediately travel from one body of water to another body of water that you could not otherwise reach, so long as they’re connected in some way. For example, you could swim from one sink to another in the same build- ing, or up the channels of a dam. You may also use Ride the Flow to instantly relocate yourself in the same body of water, up to medium range.

•• Whisper From the Deep

Your hearing is inhumanly sharp. You never suffer penalties due to darkness (though you can’t do tasks that require vision, such as identifying wires by color, through hearing). You can focus on conversations up to long range; underwater, you can pinpoint sounds at extreme range. You can also transmit sounds underwater, up to long range, even making them audible above the surface.

•• Binding Vow

You may bind others in a vow, which you need not be a party to. This vow weaves itself into Fate, acting as a kind of sub-Fatebinding, which punishes oathbreakers. Whenever a party to the vow violates it, they suffer a Complication equal to the Fair Folk’s Legend that lasts either for one scene or until bought off. This Complication causes endless small misfortunes to befall the target, which may prove dangerous in certain situations.