The most common hybrid of Faer are between Faeri and
Uren, though unions of
Elve, Halvers
and Werrid have been
found. Faer have sometimes been referred to as
"changelings" as a means of defraying questions
regarding the paternity of the Faer.
Physiology: Although more
sleight of built than their Mortal relatives, Faer resemble
their non-Faeri ancestors in most aspects. Their
aura is another matter. The bright Faer aura,
detectable through standard divinations, betrays their
immortal ancestry. The Faeri are very sensitive
to the changeling aura and can spot one from far away.
It is the aura of the Faer that defines it. The
Faer aura will survive seven progeny regardless of generation.
Therefore, a first generation Faer that has five
children, may only have one grandchild that is Faer
(usually the first born). If the seventh child
is a twin, both children are born with the aura, but
the Faeri soon come to claim the eighth as their own.
Another difference between Faer and their
non-Faer relatives is their longevity. Unlike
the immortal Elve and Faeri who never seem to age, the
Faer age like their mundane relatives, but over a much
longer period. Faer typically live up to three
times the age of their non-Faeri ancestors, becoming
very wrinkled and decrepit with time.
Faer have a primary gender but are not
limited by it. The only time which a Faer is limited
to one gender or another is during pregnancy. Either
sex of the Faer may become pregnant, but once in that
state their gender is locked as female until the pregnancy
ends.
Psychology:
The Faer appear and act as common members of
their race, adopting all the qualities that allow them
to meld into the non-Faeri culture. In addition,
most Faer have an unquenchable chaotic streak, inherited
from their Faeri progenitor. This cyclical urge
(based on the the phases of the moon Woad) make even
the most reserved and stable Faer act irrationally.
During this time, known among some Faer as the
"quaking" (see Lyriddym)
(LEER uh DEEM), the afflicted
Faer becomes very emotional, prone to outbursts and
sometimes violent. The magic of the Faer becomes
most unpredictable during this time.
Culture: In most of Teréth
End, the Faer do not have their own culture. Among
the remnants of Eoyn culture in Ildûn however,
they are recognized as exceptional.
Language: In most circumstances,
Faer learn the native tongue of their non-Faeri parent,
unless the Faeri parent is present (very unlikely, unless
imprisoned) during the child's upbringing. The
Faer learn new languages (and music) very easily.
Magic: The Faer are all
about magic; it courses through their veins and bursts
from every cell and bone in their bodies. Upon
detection for magic on a Faer, a chiaroscuro of swirling
color and magics will be found as the Chaos is twisted
around the changeling's body. Sages that study
the Faer are very interested in this "vortex-effect",
especially if examined during Lyriddym. During
Lyriddym, detection of magic may locate a Faer from
very far away, as they shine particularly brightly during
this time. A spellcasting Faer undergoing the
quaking may cast spells at one level higher (per three
levels) than normal during the full phase of Woad (i.e.
1st - 3rd = +1, 4th - 6th = +2 etal.), but suffer the
effects of Faeri (wild) magic in the process (for the
full phase and cusps). This effect is similar
to that experienced by other mages during the full phase
of Mamra. Mamra has no effect on Faer spellcasters,
unless its phase coincides with Woad.
Faer
> Doppelgängers |
Doppelgängers are not usually
associated with the Faeri. In truth, these
apparitions are (like other Faer) the offspring
of Faeri and a member of the Mortal Races. What
makes the creation of Doppelgängers unique,
is that they are born from the spirit of their
parents, rather than their bodies. As nature
spirits, the Faeri are able to distinguish spirit
from body. Likewise, some Faeri can choose
to interact with one or the other. A Faer
that is born from the union of Faeri and non-Faeri
spirits becomes a Doppelgänger.
Physiology: Some believe
Doppelgängers to be undead due to their Ethereal
nature; this is not true. This sub-group
of Faer are mortal spirits, bound interminably
to the world of their mortal parent. Unlike
true denizens of the Ethereal, Doppelgängers
have a quasi-physical form. Unlike the Duinu
of Mortal Dreaming, these Faer appear solid and
can touch and be touched by the physical world.
When a Doppelgänger draws
near to an individual of the Mortal Races, they
begin to take on aspects of that person's appearance
and personality. The change is not immediate
and is continuously refined as time passes. Creatures
that exert a wild aura disrupt this changing,
forcing the Doppelgänger to assume its "original
form" (which often appears much like that
of its mortal parent). The Doppelgänger
character can resist changing (in either direction)
with a Concentration check (DC 15 + level of opposing
individual).
Assumption of form and personality
may be completed quickly with a Disguise skill
check (DC 20). Otherwise the complete changing
occurs over a Taking 20 (rf. PHB35p65)
period. If the Doppelgänger can touch
the target while changing, they get a +5 to their
check or may complete the change in half-time.
Once finished, the copy is nearly perfect.
The Doppelgänger may be identified
as an interloper with a difficult Spot or Sense
Motive check (DC 15 + level of the Doppelgänger).
Determination that the person is not what
they seem does not necessarily expose and identify
the Doppelgänger character. Before
the change is completed, no check is required.
The quasi-Ethereal body of the
Doppelgänger provides a great defense. Similar
to Gaseous Form (rf. PHB35p234)
the state provides damage reduction 10/magic and
an immunity to critical hits and non-magical poisons.
Doppelgängers can hold and possess
physical items while concentrating on those items.
A number of items may be held equal to the
Doppelgänger's intelligence bonus. If
the character's concentration is broken, the items
are dropped.
Psychology: Doppelgängers
are insane. The psychology of most sentient
creatures varies greatly across the scope of the
population but the insanity of all Doppelgängers
is one of the world's undisputable truisms. The
source of their unhinging is unclear, but is thought
to stem from both the fluidity of their "physical
body" and the effect of their shifting identity
(which many cannot control).
Magic: Although these
Ethereal characters seem like they would be natural
spellcasters, their efforts are often stymied
by their inability to hold and use spell components.
Among their numbers, sorcery is a popular
choice of spell-use when it is persued at all.
Casting spells while holding physical items
requires a Concentration skill check (DC 10 +
level of spell) to maintain possession. Only
one check is required for all items held.
D&D
3.5 Doppelgänger Pkg.
|
|
|
Size;
Medium Humanoid (Ethereal, Extraplanar) |
--
|
|
Strength
-6 (minimum 1) |
|
|
Base
Speed; 30 feet |
--
|
|
Special
Quality; Resistance to Magic (Müt)
1 |
--
|
|
Special
Quality; Damage Reduction 2 |
--
|
|
Special
Quality; Immunity to Non-Magical Poison
|
--
|
|
Special
Quality; Lyriddym (see above)
|
--
|
|
Aging;
(determined by mortal
parentage) |
--
|
|
Automatic
Languages; Other (local) |
--
|
|
Favored
Class; Rogue |
--
|
|
|
Level
Adj.
|
+2
|
-
Resistance
to Magic (Müt). Doppelgängers
gain a +1 racial bonus against all Müt
spells and spell-effects.
-
Damage Reduction.
Doppelgänger characters have
a damage reduction of 10/magic due to
their incorporeal nature.
Recommended
traits: Dishonest (UA35p87), Spellgifted
(UA35p90);
Recommended flaws: Feeble (UA35p91),
Pathetic (UA35p91)
|
Faer
> Shapeshifters |
Shapeshifters are the most common
type of changeling. Shapeshifters are
the physical offspring of Faeri and and a member
of the Mortal Races. Many shapeshifters
do not realize their abilities until they are
mature, having been raised by adoptive parents.
There are many folk-tales that tell of
Mortal babies being switched-out with changelings
and raised as their natural child. Darker
versions of these faerie tales have the shapeshifters
devouring the mortal parents once it has become
an adult.
Physiology:
Unlike their Doppelgänger kin, Shapeshifters
are not Ethereal and do not have same changing
"difficulties". The shapeshifting
ability is similar in effect to the wizard spell
Alter Self (rf. PHB35p197).
The Shapeshifter cannot change their appearance
to look like a specific inidividual without
a Disguise skill check (DC 20). Without
a nearby mirror available, the changeling has
no idea whether the disguise is accurate or
not. Equipment that is held or worn cannot
be melded into a new incompatible form. Parts
of the Shapeshifter's body may be altered to
adapt to new surroundings, often without thought.
A Shapeshifter can make only one cosmetic
(i.e. appearance) and one bodily change (i.e.
gills) concurrently.
Most changes made by the Shapeshifter
are minor (i.e. appearance, gills, limb modification,
etc.). Major bodily changes are not possible
(i.e. growing wings, etc.). As a rule,
shapeshifting can modify an aspect of the character
one step, but cannot add new abilities or movement
types (i.e. breathing becoming water-breathing
is fine, but walking becoming flying is not).
The nature of shapeshifting requires
careful adjudication by the DM for it can easily
become unbalancing to a game. For example:
a character might wish to grow longer
arms to increase its reach by 5 feet. This
is an allowable change, but it should probably
be offset with the condition that only light
weapons can be used at that range. All
character choices should be tempered by the
race's chaotic psychology. It is unreasonable
to assume that a Shapeshifter would use the
same tactics repeatedly, their thikning is not
that linear.
Magic: Shapeshifters,
like all Faer, are inherently magical.
D&D
3.5 Shapeshifter Pkg.
|
|
|
Size;
Medium Humanoid (Shapeshifter) |
--
|
|
Strength
-2 |
|
|
Charisma
+4 |
|
|
Base
Speed; 30 feet |
--
|
|
Special
Quality; Craft skill bonus 1 |
--
|
|
Special
Quality; Resistance to Magic (Müt)
2 |
--
|
|
Special
Quality; Shapeshifting (see above)
3 |
--
|
|
Special
Quality; Lyriddym (see above)
|
--
|
|
Automatic
Languages; Other (local) |
--
|
|
Favored
Class; Bard or Sorcerer |
--
|
|
|
Level
Adj.
|
+2
|
- Craft Skill Bonus. Shapeshifter
characters receive a +2 racial bonus
on any one craft skill, except those
relating to stone or metalworking.
- Resistance
to Magic (Müt). Shapeshifters
gain a +1 racial bonus against all Müt
spells and spell-effects.
- Shapeshifting. Shapeshifters
can can change their appearance or form
at will. Often a shapeshifters
body changes to adapt to its surroundings
without conscious thought.
Recommended traits:
Passionate (UA35p89),
Spellgifted (UA35p90);
Recommended flaws: Vulnerable
(UA35p91)
Adult Faer GURPS
NPCs begin with a minimum of 100 CPs, + 1
CP for every year over 100. Creation
of very old and ancient characters should
be discouraged.
|
|