Princess Soteira

This is Roberto's love, as she was before ascending to the rulership of heracleion

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Princess Soteira (Pre-1235)

Faerie Might: 25 (Aquam)
Characteristics: Int +1, Per 0, Pre +1, Com +1, Str +1, Sta +1, Dex +1, Qik +1
Confidence: 0 (0)

Virtues:

  • Faerie Speech* [Many faeries have a Pretense called Faerie Speech, which they use instead of acquiring human languages. Faeries seem to know the same languages as whomever they are talking to. If speaking to a group that has demonstrated mixed linguistic skills, the faerie may select which language to speak in. This effect occurs whenever the faerie speaks and costs no Might. It is not magically resisted, because the effect only alters the behavior of the faerie. If the faerie has not heard a person from its audience speak, it may only use whichever language it last used with humans. Once its audience speaks, the faerie may then converse in the correct language for its audience.], Humanoid Faerie* [The character has a material body of roughly human shape. It has all of the advantages of being a faerie, and of having a faerie body.]
  • Inspirational (Bonus: +3 to targets' Personality Traits)
  • Lesser Immunity (Drowning)
  • Narrowly Cognizant [The character is able to improve itself in ways traditional for characters of this type. A dwarf may seek to become a dwarf king, for example. Or a faerie maid may wish to steal a child to raise as her own.]
  • Positive Folktales [The character’s type of faerie is described in local folklore, and because of this, the character is treated with respect, caution, and deference when its nature is obvious.]

Flaws

  • Driven (Serve her people)
  • Heir
  • Restricted Might: On land* [The faerie is nearly powerless at certain times or under certain conditions. At the onset of these disadvantageous conditions, any ongoing supernatural effects that the creature has started with its powers immediately end, except for those that constantly affect the creature itself. As long as the conditions last, the creature is unable to spend or recover Might points.]
  • True Love: Roberto
  • Vulnerable to Iron* [The body of the character, and all of its accouterments, are made of matter held together by glamour. The character’s glamour provides no defense against a particular source of damage. This is particularly problematic, as the faerie’s armor contains glamour. The character has a Soak score of 0 against this substance.]

Qualities:

  • Focus Power × 2: 50/50
  • Greater Power × 2: 100/100
  • Improved Abilities × 2 (+100 exp)
  • Improved Soak × 5 (Soak: +10)
  • Lesser Power × 6: 160/150
  • Personal Power × 4: 100/100

Inferiorites

  • Major Flaw (Vulnerable to Iron)
  • Minor Flaw (Restricted Might: On land)

Combat:

Dodge: Init: +1, Attack —, Defense +3, Damage —
Fist: Init: +1, Attack +4, Defense +4, Damage +1
Kick: Init: +0, Attack +3, Defense +2, Damage +4
Soak: +11
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)

Abilities:

Area Lore: Herakleion 2 (personalities), Athletics 1 (grace), Autocrat 2 (Ruling), Awareness 1 (alertness)
Brawl 2 (Fist)
Charm 1 (Warriors), Concentration 2 (Powers)
Etiquette 2 (court)
Faerie Speech 5, Folk Ken 2 (the opposite sex)
Guile 1 (elaborate lies)
Intrigue 2 (alliances)
Leadership 2 (inspiration)
Order of Hermes Lore 1 (politics)

Equipment:

None

Encumbrance: 0 (0)

Powers:

Mistress of the Sea (Focus: 25)

Points: 5, Initiative: Qik-5, Form: Aquam
Cast cast any lvl 25 or lower non-ritual spell pertaining to the sea or its waters.

Shapes of the Sea (Focus: 25)

Points: 5, Initiative: Qik-5, Form: Corpus
Cast cast any lvl 25 or lower non-ritual spell allowing the transformation into a sea creature.

Chaos of the Angry Waves (Lesser: 60)

Points: 0, Initiative: Qik-12, Form: Aquam
Range: Voice, +2, Duration: Conc, +1, Target: Part, +1
Level: ReEq 30, Base 5, +2 Voice, +1 Conc, +1 Part, +1 size, -6 Might cost
Causes water to churn wildly, overturning small water craft and forcing Swim rolls at -6, in a circular area 20 paces across.

Extended Glamour (Personal: 25)

Points: 0, Initiative: Qik+0, Form: Mentem, Duration: Constant, Target: Str, +3: RoP:F p61.
0 points, constant, Mentem
Grants awareness of everything that happens within the bounds of a specific domain chosen by the faerie. In essence, the faerie is coterminous with its associated landscape feature, so it is present simultaneously everywhere within its boundaries. The faerie’s Might score determines the size of area possible: a Room (5-10 Might), a Structure (15-25 Might), or a standard Boundary (30+ Might). The area controlled by the faerie can produce a yearly harvest of (Might/10) pawns of vis of an appropriate Form, which manifests as physical objects within the controlled region. Removing this vis does not harm the faerie if it is bargained for. This is the power that allows faeries to extend auras about themselves, as described in Chapter 1: Nature of Faerie.

Kiss of the Mermaid (Lesser: 60)

Points: 0, Initiative: Qik-12, Form: Aquam
Range: Touch, +1, Duration: Until, +4, Target: Part, +1
Level: MuAq30, Base 4, +1 Touch, +4 Until, +1 Part, -6 Might cost
Allows the person kissed to breathe under water until she walks upon dry land.

Mighty Torrent of Water (Greater: 55)

Points: 0, Initiative: Qik+3, Form: Aquam
Range: Voice, +2, Duration: Mom, +0, Target: Ind, +0
Level: CrAq20, Base 10, +2 Voice, -2 Might cost, +5 Initiative cost
A 3-foot-diameter jet of water sprays from your outstretched arms towards your target. The target of this gusher of water takes +10 damage and must make a Strength + Size stress roll of 9+ or be sent flying back.

Mistress of the Sea Creatures (Lesser: 40)

Points: 0, Initiative: Qik-8, Form: Animal
Range: Water-way, +3, Duration: Conc, +1, Target: Group, +2
Level: ReAn20, Base 2, +3 Water-way, +1 Conc, +2 Group, -4 Might cost
The character may summon a Group worth of creatures of the sea within the same water-way, and order it to perform a task. Dolphins are particularly eager to please and always attempt to obey a summons, even at considerable risk to themselves. Other water creatures will only obey a summons if a Presence + Leadership roll against an Ease Factor of 6 + Creature Size is successfully made. The power must also Penetrate the Magic Resistance of a Magical creature to be effective. The character can attempt to summon either a specific individual, or a type of creature, in which case the closest of that type responds. Of course, if the water creature is distant it may take a considerable period of time for it to swim to the character’s location.

Transform into Water (Personal: 45)

Points: 2, Initiative: Qik-3, Form: Corpus
Range: Per, +0, Duration: Conc, +1, Target: Ind, +0
Level: MuCo35, Base 30, +1 Conc, -2 Might cost
Transforms the character into a wave

Neptune's Imprisoning Arms (Greater: 45)

Points: 0, Initiative: Qik-3, Form: Aquam
Range: Voice, +2, Duration: Sun, +2, Target: Group, +2
Level: MuAq30, Base 4, +2 Voice, +2 Sun, +2 Group, -3 Might cost
Operates like Trap of the Entwining Vines, but the ‘vines’ are made from water, which takes on a semi-solid form for the duration of this spell. The ‘vines’ can hold still a small rowing boat, or up to 6 people.

Clear Sight of the Naiad (Personal: 30)

Points: 0, Initiative: Qik-2, Form: Aquam
Range: Per, +0, Duration: Sun, +2, Target: Vision, +4
Level: InAq20, Base 1, +2 Sun, +4 Vision, +1 constant, -2 Might cost, Constant Power: +1
You can see through water as clearly as through the air

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