Ian Mcnaught

This is not his real name, merely the name he uses when adopting a male human guise.

Faerie Might:

15 (3 pawns Muto)

Characteristics:

Int +1, Per +5, Com +0, Pre +0, Str +0, Sta +0, Dex +0, Quik +0

Size: 0

Age: n/a

Decrepitude: 0

Warping: 0 (0)

Confidence: 1 (3)


Virtues and Flaws:

  • +0 Faerie-Doppleganger (Doppleganger Heritage (+2 to Guile), Faerie Eyes (Second Sight), Immune to Age, Fatigueless, Compulsion-imitate and mock others), +6 Additional Powers (total of 75 levels), +2 Great Perception (twice), +1 Keen Vision, +1 Well Traveled, +1 Tough, +1 Arcane Lore
  • -3 Indiscrete, -1 Curious, -1 Minor Malediction (he is always wearing a hat, no matter what form he takes, and it as if it was a part of his head because it can never come off), -1 Offensive to Animals

Personality Traits:

Obsessed with Imitating people +4, Blabbermouth +3, Curiosity +2, Loyal +1, Brave -1

Reputations:

Cool


Combat:

  • Dodge:
  • Grapple/Fistfight:
  • Knife:
  • Soak: +

Fatigue: OK, 0, -1, -3, -5, ko

Wounds: -1 Lt (1-5), -3 Med (6-10), -5 Hvy (11-15), Incap (16-20), Dead (21+)


Abilities:

All Languages 5, Athletics 2 (contortions), Art of Memory 2 (specific people he has seen), Awareness 2 (what people look and act like), Brawls 3 (in any form), Carouse 3 (party all night long), Charm 3 (schmooze), Faerie Lore 3 (faerie habits), Faerie Magic 1 (lab assistant), Finesse 3 (his changing power), Folk Ken 3 (rogues), Guile 2+2 (impersonation), Hunting 2 (tracking), Legerdemain 3 (sleight of hand), Magic Theory 1 (Faerie Magic Only), Order of Hermes Lore 1 (House Merinita) Second Sight 3 (illusions), Stealth 3 (hide), Survival 2 (foraging), Swim 2 (underwater)


Equipment:

Encumbrance: 0


Powers:

Impersonation, Shapeshifting, & Transformation

(Cost: Variable, Initiative +0)
This allows him to adopt the guise of any person he has seen or anyone he has touched. At higher levels it allows him to take the forms of animals, plants, and even inanimate objects. He can maintain each shape indefinitely, until he chooses to adopt another form. However, no matter what form he takes he is always wearing some kind of a hat or a cap that calls attention to himself. The cost to use this power depends on the degree of change. He can only adopt the forms of people and other things that he has seen and/or touched, but he can mutate that form if he desires. It costs nothing to merely adopt the appearance of someone with approximately the same physique (within one point of any of his physical characteristics). More extreme changes cost more might points as this chart indicates. He can be detected as a changed being by an appropriate Intellego spell.
Change Cost Chart wrote:

0 Might: Adopt the appearance of someone with approximately the same physique, within one point of any of his physical characteristics.
1 Might: Adopt the form of someone of a slightly different physique (within two points of any physical characteristic and/or 1 point of size); Adopt the form of a Land Animal within two points of size.
2 Might: Adopt a much different physique (within two points of any physical characteristic and/or 1 point of size); Adopt the form of any Animal within two points of his size.
3 Might: Adopt a greatly different physique (within three points of any physical characteristic and/or 2 points of size); Adopt the form of any Animal within three points of his size.
5 Might: Adopt a vastly different physique (within five points of any physical characteristic and/or 3 points of size); Adopt the form of any Animal; Adopt the form of a Plant or other Inanimate Object (within reasonable size limits)
(MuCo75; Base 3, Personal, +4 Until-Condition (he decides to change again), Individual, +6 extremity of changes, +6 many variable changes with various requisites included)


Background:

Creation Notes : The Creation Rules I used are adapted from the Merfolk Rules I used in Novus Mane. This is not balanced, and I did not make precise calculations. When RoP-Magic and RoP-Faerie come out, those will totally supersede these ad-hoc rules. This is for NPC faeries only, not player characters. Jarkman has worked up some pretty clever temporary Mythic Faerie Companion rules if you want to create a Jinn companion.

All Faeries begin with the Free Virtue of Faerie; which includes a Faerie Might score (see below), the Virtue of Faerie Eyes (which included Second Sight), and Immunity to both Aging and Fatigue Loss. Also choose a Faerie Heritage, granting a specific bonus as described in the Faerie Blood Virtue. Also choose a Minor Personality Flaw specific to the quirky nature of their kind. For the Doppleganger, this includes +2 to all rolls involving Guile, as they are good at imitating others and fooling people. The Minor Personality Flaw is an Obsession with impersonating and mocking other people.

Faeries have a might score based upon Age Category, which is somewhat arbitrary, but uses the following rule of thumb: 5 to 10 for a youngling, 15 to 20 for young adults, 20 to 30 for mature adults, and 30+ for elders. This may be adjusted for factors such as status and so forth. They may begin with a number of levels of powers equal to their base Might score. As a Minor Virtue that may be taken multiple times, they may add +10 levels to the pool of available powers. Faeries may take twice as many Virtue points as Flaw points. Starting Experience points equals 45 + (Might x 20). They also begin with All Languages 5 and their own unique Faerie Language 5.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License