Lv 9 Human
STR 4+1 (5) |
Scale: 0 |
Target: 5 |
Race: Human | |
DEX 2 |
Speed:6 |
Face: 1x1 |
R. Background: Traditional | |
END 4+1 (5) |
Toughness: 18/11 |
Will: 13/7 |
C. Background: Military | |
INT 2 |
CR: 9 | |||
SPR 3 |
LV: 9 |
Attacks:
Short Sword: +0/4 1d6 + 3 Close
Dagger: +0/4 1d4 + 3 Close or 2m Thrown
Pike +0/4 1d6 +3 Reach
Defenses:
1 Dodge +4 1 Parry +0 1 Block +0
Strength Skills:
Dexterity Skills:
Endurance Skills:
+ 4 Unarmoured: Unarmoured Combat, Training, Expert, Master |
Intelligence Skills:
Spirit Skills:
|
Combos:
Gear:
Fey
Fey (also called fairies, fae, the fair folk, etc.) are a broad-ranging family of creatures native to their home plane of Faerie, a magical alternate dimension of sorts. Fey are mysterious and confusing, alternating whimsical and cruel, beautiful and terrifying, wondrous and awful. From a human perspective, they are quite insane nearly all forms of fey have almost no inhibition, acting in whichever manner seems fitting to them at the time. They have no understanding of mortal morality, and are nearly incapable of empathizing with the feelings of others. Some will go out of their way to help humans in need; others will lead them astray for fun. Fey abhor all things made of or with iron, the slightest touch of it burns like hot coals. Fey cannot lie, but are extremely adept at twisting the truth to get around this limitation.
If your campaign includes alternate planes, fey are natives of the plane of Faerie. Faerie is an alternate dimension to ours, and at once eerily similar and all-too-different. Geographically, Faerie mirrors the material plane, although distances can vary enormously. A mage could shift to Faerie, walk for a few minutes, and shift back to find that he has moved hundreds of miles. Any apparent rules for this behavior are inconsistent; sometimes it appears as though Faerie geography mirrors Earth€s in a symbolic sense (two locations may be close in Faerie because they are linked on Earth by a major highway, and therefore “closer” in a sense) while at other times, any laws determining the distance were apparently devised by a mind completely alien in thinking to a human€s. The plane itself is beautiful, all of the plants (which fey treat with far greater respect than they do mortals) are healthy and vibrant, and the air is always clear.
Optional Rule: Entrapping Faerie
With this rule, characters who enter Faerie may never want to leave. If a mortal character voluntarily eats or drinks anything native to the plane while in the plane, he or she is trapped forever. He will never willingly leave, and will fight as hard as possible to remain and live out the rest of his life in Faerie. If forcibly removed, however, he will fall into a bleak depression. Roll 1d6 + 8 against the character€s Will score. For every point by which the roll beats the character€s Will, the character will spend one day with the Broken condition. If the roll doesn€t beat the character€s Will, he will spend only one day with the Broken condition.
Optional Rule: Time Skew (Safe)
Mythology is full of tales of humans being taken away by fey to their homes for a few days, only to return home and find that months or years have passed. With this optional rule, for every hour spent in Faerie, one day has passed by on the material plane. With the safe version of these rules, characters do not retroactively age or starve.
Optional Rule: Time Skew (Lethal)
This optional rule is identical to the one above, except that upon returning, hunger, thirst, and age catch up with the character. So, if a character spends a week in Faerie, upon returning, he immediately ages 23 weeks, and acts as if he hasn€t eaten, drunk, or slept for 23 weeks. This is usually enough to kill anyone from dehydration who spends more than two days on Faerie.
Summoning Fey: Summoning a fey is a dangerous proposition not because the fey is likely to kill the summoner (even if the circle fails), but because fey are master negotiators. To them, everything is a trade. Merely accepting a gift from a fey binds you into a contract in the fey€s eyes to repay it in full. Without first agreeing to the price of the ‚gift,€ the fey decides for himself what you will pay, and will hold you to it. Fey sometimes appear disguised as kind humans to travelers in need, giving food or water. In the eyes of the fey, and all other fey, that human is now indebted to the fey the value of the food and water, as well as (if the need was dire enough) his life. Unlike demons, fey do not deal in souls (except on occasion when trading with demons, but then they are only viewed as commodities with no intrinsic value, like humans view money) and charge more for on-call service due to the indignity of it. Fey typically deal in information, but regardless of the pretext they are summoned for, will always try to ensnare the summoner in some sort of one-sided deal (the fey will not view it as one-sided, but completely fair).
Item |
Value |
Per Day of On-Call service |
10mk x 2 (Fey Level) |
Information |
(Knowledge DC) 2 mk |
Blackmail-worthy Secret |
500mk-2000mk (depending on the importance of the person who could be blackmailed) |
True Name |
(Character or Creature€s Level) 2 x 100mk |
Per Day of Character€s Work |
3mk x 2 (Fey Level) |
Life Saved |
Life of service |
Type: Fey
Race: Sidhe
The sidhe (pronounced “shee”) are the beautiful lords and ladies of the fey. They are almost indistinguishable from elves, requiring an Arcana check to tell them apart. Sidhe are powerful magic users and often skilled swordsmen, though their real strength lies in their ability to manipulate mortals. With a sidhe, even more so than with other fey, everything is a deal, a gift always has a price, and any truth can be twisted. Sidhe are completely incapable of feeling empathy for anyone else, including other sidhe, and, though exquisitely polite, simply do not care what pains others go through as a result of their actions. However, despite their lack of empathy, they understand mortal motives extremely well they know all of the strings to pull and buttons to push to get humans and elves to do what they want.
Race: Banshee
Banshees (also spelt “beansidhe”) are a grim subtype of sidhe. Occasionally, when a sidhe dies in childbirth, a banshee is born. Banshees are always female, with pale complexion and white hair. They are thin (almost skeletal), sombre and dour, preferring to dress all in black funerary clothing. Hearing the wail of a banshee is an almost certain death sentence. It has yet to be established if the wail causes the character€s death, or if the banshee has some form of divination that allows it to see the future and wails in advance of a character€s death. Regardless, anyone unlucky enough to hear a banshee€s wail is, nine times out of ten, dead by sunrise. Curiously, banshees seem immune to the sidhe€s lack of empathy, perhaps this is the cause of their misery they are aware of the horrors their race callously inflict on mortals, and it drives them mad.
Race: Faun
Race: Satyr
Race: Centaur
Race: Nymph
Race: Dryad
Race: Valkyrie
Valkyries are distantly related to other fey. They do have no allegiance faerie queens, unlike other types of fey. Valkyries appear to protect the souls of dead heroes and great warriors in a world with demons, necromancy, ghosts, and other monsters, souls are in very real danger. Unfortunately, the protection often takes the form of killing whatever undead monstrosity the hero has become (such as a vampire or ghost) in order to bring the hero€s soul to the afterlife safely. Valkyries only appear for truly great heroes, and are not a force to be reckoned with. Occasionally, a valkyrie will delay from their usual duties to bring down especially horrible monsters or assist a hero in a time of great need.
Race: Brownie
Race: Unicorn
As a sidhe is to an elf, a brownie is to a gnome, so a unicorn is to a horse. Unicorns are fleet of foot, uncannily intelligent, and extremely dangerous to their enemies. Unicorns cannot be tamed, legend has it that (aside from other fey) a unicorn will only allow a human or elf maiden to approach without fleeing or fighting.
Race: Will-O€-Wisp
Will-o€-wisps, also called demon lights, fox flames, ghost fires, or flash pillars, look like tiny floating lights. In the distance, they appear much like lanterns. They are usually found in marshes, although occasionally make their homes in other natural environments with limited visibility, such as forests and jungles. Will-o€-wisps are mischievous spirits that delight in leading travellers off of the road and leaving them lost in the wilderness. Like most fey, they are not actively evil, but see the world as a game with no consequences. Will-o€-wisps can choose to glow in any colour, although their favourites are white, green, yellow, and blue. Will-o€-wisps are cowardly and will not fight unless they have no other choice.