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Lúnasa

(LOO-nas-ah)

Female Aes Sídhe (Novice)
Pace: 6; Flying Pace: 6; Parry: 5; Toughness: 6 (1)

Attributes:

  • Agility d6
  • Smarts d4
  • Spirit d10
  • Strength d4
  • Vigor d8

Skills:

  • Athletics d6
  • Common Knowledge d4
  • Fighting d6
  • Glamour d10
  • Healing d4
  • Notice d4
  • Occult d4
  • Persuasion d8
  • Stealth d8
  • Survival d4

Hindrances:

  • Code of Honor (Major): Honor is very important to your character. She keeps her word, doesn’t abuse or kill prisoners, and generally tries to operate within her particular notion of proper ladylike behavior.
  • Loyal (Minor): This stalwart defender risks her life for her companions without hesitation.
  • Mild Mannered (Minor): -2 on Intimidation rolls.

Edges:

  • Arcane Background (Fae Magick): Spirit-based spellcasting that uses the Glamour trait
  • Elan: Elan means energy or spirit. Those who have it rise to the occasion when the going gets toughest. When you spend a Benny to reroll a Trait, add +2 to the total

Racial Boons:

  • Fly: May fly at basic Pace. Flying characters may use their running die in a dive.
  • Innate Resistance: This boon is identical to the Arcane Resistance Edge (Arcane skills targeting the hero suffer a −2 penalty, even if cast by allies, and magical damage is reduced by 2 as well.)

Racial Scourges:

  • Delicate: This character may be small, thin-skinned, or have hollow bones. They are at –1 Toughness.
  • Environmental Dependence (Sun/Moon): Some Folk are dependent on a particular type of environment for survival. They must spend at least one hour per day in that environment, or suffer a level of Fatigue. At the end of the third day outside their environment, the character is incapacitated.

Cantrips (5)

  • BLUELIGHT This cantrip summons a small globe of glowing blue light that floats around his head. The light has an eerie appearance when viewed from a distance and provides light sufficient to read by in an area equal to a small burst template. The light does not cast reflections beyond the area of effect and does not affect Infravision (or other types of vision) in any way. The globe is static unless cast on an object. Its effect lasts for one turn.
  • INSECTS This cantrip summons a small swarm of normal insects. The insects appear next to the target, needless to say they are angry and will attempt to sting/bite the target! The target suffers a –2 modifier to all actions for the remainder of the round, after which time the insects simply leave.
  • CLEAN/DIRTY/POLISH/TARNISH Clean allows the caster to remove heavy soil, dirt, and like foreign objects from floors, walls, dishes, windows, etc. All the surfaces of a like type (e.g., all floors or all windows) may be cleaned in a single casting. Dirty simply sullies all surfaces within range.
  • MEND This cantrip allows the caster to make minor repairs to simple objects he handles. Thus, a torn piece of parchment or a broken bottle could be made whole again; a broken wheel on a child’s toy could be repaired, or a cracked mirror made functional. The GM is the final arbiter of what can be repaired with mend and what requires the use of the Repair skill. All of a broken object’s pieces must be present for this cantrip to be effective. The effect is permanent, although the object may be broken again.
  • MESSAGE This cantrip allows the caster to pass a message of up to 10 words to a target within range. The message is delivered as a faint whisper in the target’s ear.

Fae Magick (Arcane Background)

Summon Beast

Rank: Novice
Power Points: 2+
Range: Spirit
Duration: 5
Trappings: Clay figure that grows into an animal, a tattoo that comes to life.
 
This power allows the character to summon a beast from Fae realms. The beast typically takes the form of a basic mundane animal of the appropriate Size but is not fully connected to the human world and it’s appearance may differ from those of regular animals of its kind based on the caster’s trappings. It materializes anywhere in Range, and with a raise on the arcane skill roll, it’s Resilient as well (Resilient Extras can take one Wound before they’re Incapacitated.)
 
The beast acts on its creator’s Action Card and follows her commands to the best of its ability. It has no personality, creativity, or emotions. When the power ends or the beast is Incapacitated, it’s spirt returns to the Fae realms and it’s body fades into nothingness, leaving no trace behind.
 
The type of beast that can be summoned depends on the caster’s trappings, but the beast’s abilities are determined by the caster’s Rank.
Modifiers
Bite/Claw/Sting (+1): The bite, claw, or sting increases by 1 die type (ex. Str+d4 becomes Str+d6)
Speed (+2): The beast’s pace increases to 10.
Worg (+1): The caster can communicate and sense through the beast.


Novice (2 Power Points)
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Fighting d4, Notice d4, Survival d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 4
Special Abilities:
Bite/Claw/Sting: Str+d4
Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
Fearless: Immune to fear and Intimidation.
 
Seasoned (4 Power Ponts)
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Athletics d6, Fighting d6, Intimidation d6, Notice d6, Survival d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 7 (2)
Edges:
First Strike: Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after the foe moves into Reach.
Special Abilities:
Bite/Claw/Sting: Str+d6
Armor +2: Hardened skin (see Toughness).
Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
Fearless: Immune to fear and Intimidation.
 
Veteran (6 Power Points)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Athletics d6, Fighting d8, Intimidation d8, Notice d8, Survival d8, Stealth d8
Pace: 6; Parry: 7; Toughness: 10 (4)
Edges:
First Strike: Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after the foe moves into Reach.
Arcane Resistance: Arcane skills targeting the hero suffer a −2 penalty, even if cast by allies, and magical damage is reduced by 2 as well.
Special Abilities:
Bite/Claw/Sting: Str+d6
Armor +4: Hardened skin (see Toughness).
Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
Fearless: Immune to fear and Intimidation.
 
Heroic (8 Power Points)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12+2, Vigor d10
Skills: Athletics d6, Fighting d10, Intimidation d10, Notice d10, Survival d10, Stealth d10
Pace: 6; Parry: 7; Toughness: 13 (6)
Edges:
First Strike: Once per round, as long as he’s not Shaken or Stunned, the hero gets a free Fighting attack against a foe immediately after the foe moves into Reach.
Arcane Resistance: Arcane skills targeting the hero suffer a −2 penalty, even if cast by allies, and magical damage is reduced by 2 as well.
Improved Sweep: Fighting roll to hit all adjacent targets, no more than once per turn.
Special Abilities:
Bite/Claw/Sting: Str+d8
Armor +6: Hardened skin (see Toughness).
Construct: +2 to recover from being Shaken; ignore 1 point of Wound penalties; doesn’t breathe, immune to poison and disease.
Fearless: Immune to fear and Intimidation.

Nature Friend

Rank: Novice
Power Points: Special
Range: Spirit
Duration: 10 minutes
Trappings: The caster concentrates and gestures with his hands.
 
This spell allows an individual to speak with and guide the actions of nature’s flora and fauna. The cost to cast is equal to the sum of their Size (minimum 1 per creature; see p. 179). Example, controlling five wolves (Size −1) costs 5 points (remember the minimum cost of 1), controlling a rhino (Size 5) costs 5 points. Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
 
Success means the creatures obey simple commands, like a well-trained dog. They will attack foes and endanger their lives for their master. A raise on the arcane skill roll doubles the duration of the spell.
 
Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
 
Modifiers
Worg (+1): The caster can communicate and sense through the beast.
Flora (+1): The caster can communicate and sense through plant life.

Physical Description

Apparel & Accessories

Note: Armor is written in parentheses next to a character’s Toughness, like this: X (Y). This means Y points of the character’s X Toughness comes from Armor. An Armor Piercing attack can bypass those Y points but not the remaining total.

Armor:

  • Supple Leather (+1 AP, Min. Str d4)

Weapons:

  • Sling (Range 4/8/16, Damage Str+d4)
  • Net (Range 3/6/12, successful hit means the target is Entangled)
  • Knife/Dagger (Range 3/6/12, Damage Str+d4)

Mental characteristics

Accomplishments & Achievements

Advancements

  1. Increase Vigor to d8
  2. Power Points Increase

Social

Mannerisms

Autumnal Fae tend to prefer comfort and warmth over revels. They are generally the most trusted of the Fae tribes. Their straightforward and honest nature leaves little room for subterfuge. The other Fae tribes often look to Autumn to mediate disputes. Autumnal Fae should not be underestimated though, theirs is a season of storms and change representing tremendous potential beneath their placid calm.

Lúnasa's Backstory
“Swift now Tuatha, bright winged ones fly,
from Mag Mell’s halls, ere last daylight dies.

Fork tongued fire burns across Nuada’s sky,
in the lands of men, dark armies rise.

Against night’s legions, together we’ll vie,
the fate of all things, the ultimate prize.”

The stories and lore of the Fae are an oral tradition, passed on from mother to daughter, from father to son. Lúnasa learned these words as a child and sang them while she played. It wasn’t until the fiery, twin-tailed comet appeared in the day time skies, that the Fae or Tuatha (too-ah, “the folk”) considered these words anew.   None could recall their origin, some argued that it was coincidence, others, including the Aes Sídhe, that it was a dark omen. Alas, the Aes Sídhe are a minor house in the Fae Court and the high lords and ladies have games aplenty to occupy their time, talk of portents and celestial events soon passed.   The Council of the Seven Winds however, were persuaded to investigate the matter further and volunteers were sought to journey forth from the realms of the Fae to gather what information they could. Eight pairings were made and eight teams dispatched in the principal directions of the compass rose.   Lúnasa is one of these volunteers and she has been paired with Freki Vánagandr, a young lupine Aes Sídhe warrior of the Way. Together, they set out northward down the River Saard towards the City of Lankhmar and it’s great libraries. They have just arrived in Lankhmar and it is a strange, menacing place…
Current Location
Species
Children
Gender
Female
Hair
Long, sleek, red hair
Skin Tone/Pigmentation
Her skin is pale and milky white.

Her gossamer wings reflect the tones of the Autumnal Fae; the reddish-gold color of autumn leaves.

She smells of crushed leaves, pumpkin spice, and warm hearths.
Height
5'0"
Aligned Organization
Known Languages
Fae (Native d8), Common (d4)

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