Legend Weaver On Fairies
A Fairy is a member of the Wee Folk, being tiny (less than a foot tall), winged (butterfly wings), and very cute (at least they think so). Fairies happen when an ancient Faerie takes a human or elf as a mate. The Pregnancy will appear as normal until the actual birth. At this time the pregnant individual will give birth to 20-50 Fairies. The tiny creatures will immediately take flight to escape into the woods to take up residence within Risa (fairyland).
Due to the nature of their birth and upbringing Fairies love the woods and as a race have never built a permanent settlement anywhere in the world. They live in these small family groups and spend all of their time playing hide and seek, dancing, or being plain mischievous with the other races that inhabit the world. Sometimes however, they hook up with an adventuring group; but these "friends" are not immune to the playful pranks of this race. In effect, Fairies start out as the equivalent of young children, being inattentive, stubborn, unable to lie properly or keep a secret and liable to nod off and have a nap at any time and because they find reading and study a bore, they have a bit of a hard time when it comes to the hard study of magic.
The wings of a Fairy allow it full flight although a Fairy is able to hover at will. Due to its small size the fairy cannot suffer fall damage. The Fairies terminal velocity is not great enough to cause it actual physical damage. A fall can hurt a great deal though (i.e., ouch, ouch, ouch, ouch, and ouch! ).
Due to their highly magical nature, Fairies have the ability of Life Sight. Additionally, they do not have to eat, but they have a love affair with food, especially sweets which they cannot get enough of. Fairies are loud and obnoxious if they are not allowed to snack during long travels (more than 1 hour). Denied this right they have been known to eat all sorts of things, including grass, small sticks, stones, dirt, and even bugs and worms. Due to this fact they tend to befriend adventuring groups who bring a lot of extra sweet things with them (they really hate eating bugs). However, their iron guts give the Fairy a huge natural resistance to ingested poison.
The Fairy can be a very hard target to hit due to its small size. However, its size works against it when it is hit. Even a moderate blow can finish the Fairy off. In addition to this, the Fairy is very susceptible to fire damage and is fearful of fire. Any fire may ignite the Fairy's wings and bring it falling to the ground in agony. The Fairy's wings do have the ability to regenerate but this takes time. Unfortunately, this regeneration does not extend to the Fairy's other limbs.
|To kill adjustment
||1 to 6 inches
(about 1/10 of an
inch on the game table)
|* roll at character creation
May carry 1 small item.
The Fairy grows to a full size of only about a foot or so and has trouble weighing in at more than a few ounces.
- The Fairy has Life Sight. See the separate write up on Sights for a description of Life Sight.
- The Fairy does not normally hover but can do so at any time. The Fairy has to hover in order to cast a spell.
- The Fairy is a very tiny target. Against all missile fire and point based magic it is considered a Point Target. If the fairy is not hovering, then it is considered a Fast Target. See Section 4 of the Manual, Combat: Advanced Actions and Concepts, Fast Targets and Point Targets for more information.
- The Fairy has a normal flying speed of 9 (i.e., 9 inches on the tabletop). Its speed does not really vary around this, so the Fairies flying is seen as erratic as it darts around waiting for all those "slow" walkers to catch up to it (either the Fairy is darting around or hovering... there is no real middle ground when it comes to its flying). Note that a Fairy's walking speed is .1 to .6 of an inch on the tabletop. This is in comparison to the 9 inches it would move in one combat round when flying.
- The Fairies erratic flying is a benefit against spells that have an area of effect. If the Fairy is not hovering, then the Fairy is considered to be on the edge of the area for all area of effect spells. This even applies to spells in which the caster tries to cast the spell so that the Fairy is at the center of its area of effect. This means that the Fairy will often get a React roll to avoid a spell affect if the spell effects all within an area. Unfortunately, being flying does not give a further bonus if the Fairy is already on the edge of a spell effect... There is no way to determine the direction the Fairy is going so it is just as likely that the Fairy could be heading towards the spell's center.
- The Fairy is too small to wield any weapon. It has a hard time dragging a dagger across a tabletop let alone picking it up and stabbing something with it.
- The Fairy starts the game with the skills of Bush Craft, Concealment, Detection, Escapist and Move Un–noticed. All these skills start at a synergy level of 12+0. The Dice Rating that goes with the skills of Concealment and Escapist changes from Regular 1 to Easy 3 for the Fairy. The Dice Rating that goes with the Move Un–noticed skill changes from Regular 1 to Easy 2 for the Fairy. In addition, whenever the Fairy tries to gain a level in one of these skills, it can add +3 to the dice roll.
- If the Fairy wishes to increase his number of wounds, he must re–roll the dice if his first roll indicates that he / she increased the characters wound total (in affect,the dice for increasing wounds goes from Regular 1 to Hard 2).
- The Fairies wings are very susceptible to fire damage. Because of this the Fairy has a large (not necessarily irrational) fear of fire. The Fairy will never voluntarily enter fire (regardless of protections). If the Fairy is caught in a fire base spell or effect, there is a 2 in 6 chance (33%) that its wings will burst into fire. If this happens the Fairy will fall to the ground and must immediately make a rate of death roll, re–rolling any values of 3 or less on the dice. The Fairies wings will grow back from fire damage but it takes 3d4 days.
- Fairies do not have to eat although they are always very very very hungry, and will complain constantly and bitterly if they do not have food.
- The Fairy has a Wound resistance of 3d10 versus any type of ingested poison.
- The Fairy will not take fall damage from any fall, regardless of whether or not it has wings. The Fairy will not sink if in water but cannot fly out of water once its wings have touched water (think of a fly in water).
- If on guard duty the fairy has a 2 in 6 chance (33%) per hour of falling asleep. This percentage may be further increased if the appropriate weakness is chosen or given to the character.
- The Fairy starts the game with Two First level spells and One Second Level spell. If the Fairy starts the game with a magic focus he may pick these spells, otherwise they are determined randomly. The first level spells start with a synergy level of 12+0. The second level spell starts with a Synergy Level of 8+0. These spells are in addition to the spells the Fairy will get if he starts the game with a Magic Focus or No Focus.
- The Fairy character can add +2 to the dice roll when making a check to see if his / her level in a spell increases.
- The Fairy cannot start the game with a life skill. In addition, all the smith skills are off limits to the Fairy character. The Fairy just does not have the size to learn to be an armor or weapon smith. A Fairy could work on or build such things as clocks, but this would have to be decided by the Legend Weaver. Lastly, if the Fairy learns the Wrestling skill then he or she can only use the skill against other Fairies.
- It is very hard to disguise a Fairy. Whenever you try to disguise a Fairy, you must add +15 to the dice roll.
- Fairies have a real problem with Worship and Guilds. Fairies do not form guilds and if a Fairy wishes to join a guild, then all costs normally associated with the guild are double (something to do with an aversion to authority). In addition, if a Fairy wishes to worship a non-fairy god, then all the costs associated with that worship are doubled.
- The Fairy finds the following skills rather difficult to learn; Arcana, City Craft, Desert Craft, Combat, Concentration, Determination, Guile, Locksmith, Research, and Sleight of Hand, Swamp Craft, Winter Craft. The dice associated with these skills changes as follows.
The dice rating of City Craft, Desert Craft, Concentration, Determination, Research, Sleight of Hand, Swamp Craft and Winter Craft go from Regular 1 to Hard 2.
The dice rating of Arcana, Combat, and Guile go from Hard 2 to Hard 3.
Material on this page is copyright David Pemberton 1998