Contents Previous Next

Knight 10G

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:

  1.   +4 Weapon Skill: Extra Attack , Lunge , Cyclone , Impale, Lightning Parry  
  2.   +4 Athletics: Spring , Leap Attack , Sprint , Sprint Attack  
  3.   +4 Wrestle: Grab , Throw , Curbstomp , Hostile Cover, Curse You Treacherous Dagger
  4.   +9 Combat Arts: Ambidexterity , Double Throw, Dual Wield, Iron Grip, Titan€s Grip, Multi Wield, Riposte, Rampage, Quick Draw

Dexterity Skills:

  1.   +4 Reflex: Evasion, Lightning Reflexes, Harm€s Way, Nerves, Jittery Nerves
  2.   + 4 Ranged Skill: Far Shot , Deadly Aim, Indirect Fire, Steady Aim, Shoot from the Hip

Endurance Skills:

  1.   +4 Shield Use: Bash, Stunning Bash, High Powered Block, , Buckler Training, Arm Catch
  2.   +4 Fortitude: March, Uncanny Resilience, Sleep is for the Weak, Die Hard
  3.   +9 Armour: Light Armour Proficiency, Training, Expert, Master, Skirmisher, Juggernaut, Medium Armour proficiency, Training, Expert, Master

+ 4 Unarmoured:  Unarmoured Combat, Training, Expert, Master

Intelligence Skills:

  1.   +9 Combat Expertise: Learn Combo x9
  2.   +1 Weapon Proficiency: Blades, Axes, Martial Arts, Blunts, Spears, Improvised, Specialized (Greatsword), Specialized (Trident)

Spirit Skills:

  1.   + 4 Berserk: Rage, Fearless Rage, Terrifying Rage, Slow Burn
  2.   +4 Resolve: +5 Will
  3.   +4 Intimidate: Scare, Group Intimidate, Intimidate Legion, Foil

Combos:

  1.   (All out) 5 Attacks
  2.   (Charged Down) Charge, 5 Attacks, Lunge
  3.   (Charged Up) Charge, Leap Attack, 6 Attacks
  4.   (World Wind) Cyclone, 3*Attacks, Lunge, Spring
  5.   (Vlad) Grab*3, Curbstomp*3, Impale
  6.   (Zangief) Grab * 2, Attack *4, Throw
  7.  

Gear:

  1.   Long Sword
  2.   Shield
  3.   Full Plate
  4.   Javelin x3

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.

Faerie

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

  1.   Invulnerable/Cold Iron
  2.   Vulnerable: Iron/ Pain
  3.   Gains types [Fey, Magical]
  4.   Gains type [Summonable], although any attempts to summon fey take a -2 penalty.
  5.   Magical: Magical creatures cannot cross a magic circle, enter a mortal€s home uninvited, or break an agreement
  6.   Fey cannot lie, although they become very adept at bending the truth.
  7.   Tongues: Fey can understand any language that more than thirteen sentient mortals know, or have ever known. If the base creature can speak, it can speak any of these languages.
  8.   Planeshift: Fey can, at will, shift themselves back into their home plane of Faerie. However, this trip is one-way, and they must find other means (generally, by being summoned or by using powerful magic) to return.

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.

  1.   +1 CR
  2.   Always has [Fey] type
  3.   Takes a DC 10 Arcana:Arcane Knowledge check to recognize a Sidhe from an Elf
  4.   Scale 0
  5.   Lowlight Vision
  6.   Ability Modifiers: +1 Intelligence, +1 Dexterity
  7.   Long-Lived: Sidhe get a +1 Racial Bonus to knowledge just for being around a long time, and History is one of their areas of study for free (they're good at it because they lived to see it).
  8.   Grace: Sidhe get a +1 Racial Bonus to Charisma against mortals. This is included in the Sidhe€s stats.
  9.   Nature€s Power: Sidhe gain a +2 bonus to their Magic Power score
  10.   Traditional Sidhe: Sidhe with no racial background get +1 to Charisma, Blades proficiency, and learn one spell

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.

  1.   As Sidhe, except instead of Nature€s Power and Grace, Banshee get:
  2.   Wail of the Banshee: Anyone who hears a banshee€s wail immediately risks becoming cursed. The banshee makes an Intimidate check; the target takes the result€s morale damage in Fear. Regardless of the results of the Intimidate check, the target is cursed: until the next sunrise, he will have impossibly poor luck. Whenever the character makes a die roll, he rolls twice and takes the lowest. If the character has the Luck skill, he can spend a luck point each die roll to negate this effect. Wailing takes a 6SA and has a range of 500m. In addition, roughly every hour the character will be subject to the Luck: Painful Accident ability as if made by a character with a luck bonus equal to one-half the Banshee€s level, except that it can cause the character€s death if it beats the target€s Toughness score. Only the banshee€s target can hear the wail. The banshee can only use Wail once per day. If the character survives until sunrise, the curse is lifted. Only a sentient mortal can be affected by the wail of the banshee. Once the victim is cursed, nothing can uncurse it short of a sunrise. Killing the banshee does not end the curse.
  3.   Eerie Grace: Although they look and move much like a sidhe, there is nothing compelling about a banshee€s appearance. Their great beauty only accentuates the horror they can inflict on others. Banshees get a +1 bonus to Intimidate.

Race: Faun

Race: Satyr

Race: Centaur

  1.   Scale 1 (Although they are treated as Scale 0 for the purposes of determining weapon effort using their human arms)
  2.   Gains the types [Fey, Rideable, Quadruped]
  3.   +1 Endurance
  4.   Fast : Centaurs move at a land speed of 6m
  5.   Hooves : Close reach, 1d6 bludgeoning damage

Race: Nymph

  1.   Grace: Nymphs get a +1 bonus to Charisma
  2.   Long-Lived: Nymphs get a +1 Racial Bonus to knowledge just for being around a long time, and History is one of their areas of study for free (they're good at it because they lived to see it).
  3.   Takes a DC 10 Arcana: Arcane Knowledge check to recognize a Nymph from an Elf
  4.   Traditional Nymphs: Get a +1 bonus to Handle Animal and access to Humanities: Nature for free.

Race: Dryad

  1.   Small: Dryads are scale -1
  2.   Long-Lived: Dryads get a +1 Racial Bonus to knowledge just for being around a long time, and History is one of their areas of study for free (they're good at it because they lived to see it).
  3.   Tree-Bound: Each dryad has a connection with a tree (usually an oak). The tree and the dryad are in many ways the same creature, and when one is wounded, the other is as well. If the dryad goes more than 1km x Will, she becomes sick and will eventually die.
  4.   Plant Communication: Dryads can communicate with trees telepathically.
  5.   Traditional Dryad: A traditional dryad uses the Forest racial background.

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.

  1.   Wings: Valkyries gain a flight speed of 4m
  2.   True Sight: Valkyries can see invisible or incorporeal creatures. They gain no special ability to see creatures hidden through mundane means, such as the Stealth skill.
  3.   Ghost Hunters: Any attack made by a valkyrie€s weapon or spell cast by a valkyrie ignores a Spirit-type creature€s usual invulnerability to non-spirit-based attacks.
  4.   +1 Strength, +1 Dexterity, +1 Endurance
  5.   Brave: Valkyries are naturally brave, gaining a +3 bonus to Will.
  6.   Traditional Valkyrie: Traditional valkyries gain the Martial racial background.

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.

  1.   Scale 1
  2.   Type [Animal, Fey]
  3.   +1 Endurance
  4.   Fast : Unicorns move at a land speed of 6m
  5.   Hooves: Close reach, 1d6 Bludgeoning damage
  6.   Horn: Standard reach, 1d6 Piercing damage, Charge

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.

  1.   Scale -2
  2.   Type [Fey, Spirit]
  3.   Unlike other spirits, will-o€-wisps cannot manifest or use possession. Further, they can choose to be visible even when incorporeal.
  4.   Confuse: Will-o€-wisps can also direct their daze effect into a powerful burst of confusion. This ability has a range of 20m, and takes a 4SA to use. The target takes 1d6 + spirit confusion morale damage.
  5.   Invisibility: A will-o€-wisp can shut off its natural light and become naturally invisible.
  6.   Glow: Will-o€-wisps naturally glow in any colour or intensity right up to almost the brightness of a lightning bolt. Will-o€-wisps glowing at their brightest glow with a perception DC of -19 (fortitude check DC 8 or be blinded). Will-o€-wisps can flicker to convincingly imitate a torch or lantern (perception DC = 8 + will-o€-wisp€s Charisma bonus), or glow with the steady light of an electric bulb, or flash briefly and brightly to imitate a lightning storm (albeit with no thunder).
  7.   Daze: A will-o€-wisp€s most fearsome ability is its supernaturally effective method of drawing travellers off of the beaten trail. Although a clever will-o€-wisp can sometimes lead a foolish traveller into the wilderness simply by imitating a light, even travellers who know about a will-o€-wisp€s abilities can fall victim to this. The will-o-wisp can activate or deactivate this ability as an immediate 0SA. While the ability is active, anyone looking at the will-o€-wisp is affected. The will-o€-wisp rolls 1d6 + Spirit + Charisma against the targets€ Will. If the will-o€-wisp is successful, the target immediately loses its sense of direction, and becomes convinced that the direction it needs to go in is whichever the will-o€-wisp currently feels like it should (a scatter die could be used to determine the spirit€s current feeling). The character regains a hold of their senses in 2d6 hours, realizing that they€ve been tricked.
  8.   Magnetic Fields: Will-o€-wisps can weakly alter magnetic fields around them. This is barely strong enough to make a pin roll across a table, but can be used to trick compasses anywhere within 200m of the will-o€-wisp. The sprite can make compasses in range point in any direction with a moment€s thought (a 0SA).


Contents Previous Next