By Jose Alexandre Nalon (nalon@brnet.com.br) and Colin Chapman (col.chapman@virgin.net)
Their caps contain their very fae essences and Glamour. If lost, stolen or destroyed it proves a terrible tragedy. A Saci can use no magics if it is lost or stolen until it is recovered, and if destroyed his fae nature dies also. Small wonder that the Saci were often held to ransom by anyone who stole their caps. The cap itself is surprisingly resilient, and may only be destroyed by cold iron or fire. In fact, cold iron does no damage to the fae aspect of the Saci unless it damages the cap, although it can still cause physical damage to the mortal body. When a Saci approaches death, his cap (and the Glamour it contains) are passed on to a suitable recipient. Sadly, they cannot create a new cap if one is destroyed, nor can they change its appearance.
Saci epitomise the spirit of the prankster and are infamous for their elaborate (and often utterly tasteless) practical jokes. Unfortunately, the Saci don't know when to quit, and they can make a victim's life thoroughly miserable. Needless to say, this doesn't endear them to others, and makes their company unbearable but for the shortest of periods. They don't really mean to cause abject misery, but are innocently self-centred, considering little beyond their own humourful gratification.
Superstitious in the extreme, the Saci are fearful of breaking taboo, terrified should they break a mirror, or walk under a ladder etc., as well as being bound by many of the ancient bans that supposedly affected the fae, such as being repelled by religious symbols.
Once every year, the Saci gather at a predetermined location for the Prankster's Party, where they vie for the honoured title of Supreme Trickster. For two days the Saci strive to create the most convoluted, elaborate and disgusting prank possible, causing no end of chaos for the local human population. In recent years this gathering has steadily grown, as notorious fae tricksters from around the globe have begun to enter themselves. It's only a matter of time before the event attracts the full attention of local fae leaders, which could result in a clamp-down, and possible backlash of epic proportions from many infuriated tricksters.
Wilder Saci slowly grow to realise that few people appreciate their twisted sense of humour, and derive a certain perverse pleasure from this fact.
Grump Saci live up to the stereotype of a grump, 'retiring' to settle down, and gathering with friends to reminisce about the 'good old days' and grumble loudly about 'the youth of today'.
Riddle Me This, Riddle Me That: The Saci are extremely fond of convoluted pranks, jokes, riddles and enigmas. They may never botch an Enigmas rolls, and gain an additional success on any successful roll.
Oogah Boogah!: The Saci are particularly adept at scaring animals, causing horses to buck their riders, cows to stop producing milk etc. They roll Manipulation + Animal Ken (diff. 6). One success is all that's needed, but each additional success increases the effect or lengthens the time.
Echoes: Exactly like the 3pt Supernatural Flaw of the same name (CtD2 pg 159-160, CtDPG pg 24), the Saci are barred by many ancient bans. In addition, they must make a Willpower roll (diff. 8) in order to break any superstitions.
Boto: I'm glad they stayed in the wilds.
"They were never much fun anyway, and stealing their cap always became monotonous. Now they've gone, maybe we can enjoy a little peace."
Curupira: You should have see them dance when you set their fur on fire! Whoowee!
"Their pranks were often foolhardy and dangerous."
Eshu: Great tales to tell, although they don't appreciate a good whoopee cushion under their storyteller's chair.
"They'd make a fine audience if only they'd shut up and stop messing around."
Sidhe: These posing nobles truly inspire you to heights of trickery and boy, do they make great targets.
"Gah! And we thought the Pooka were annoying!?"