Species Name: Fae, Half Nymph

Since the beginning of time humans had always felt an allure towards the amazingly beautiful nymphs of the wilderness. On occasion the nymphs reciprocated the attraction, and inevitably as a result, half-nymphs were created. The child of a nymph and a human brings together the dangerous combination of the nymph's appearance and body, and the human's versatility and mind. Most half-nymph characters have nymph mothers, this of course being because there are very few known male nymphs. However, there are some known instances of an extremely rare case where a female human does find and then fall for one of the few rare male nymphs and they reproduce, making a male nymph as the parent. Half-nymphs are born as a male or female with an equal chance.

Type: Humanoid

Physical Traits: To humans, half-nymphs strongly resemble more of their nymph lineage, and to nymphs they look more like humans. With their amazing and sleek figures, deep penetrating eyes, full luscious lips, long silky hair and perfect skin, half-nymphs are (needless to say) an ideal standard of beauty for most humanoid creatures. Many half-nymphs tend to have blue eyes with hues ranging from bright sky blue, to a deep topaz blue. A half-nymph reaches adulthood at 20 years old, and can live to be 185 years old. Half-nymphs, unlike most other races retain their physical beauty all of their lives, even while on their death bed, dying of old age, half-nymphs rarely look older than a middle age human.

Height: 5-6 ft

Weight: 85-175 lbs

Abilities: Incredible beauty

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 3D6 +3, MR: 3D6, HPs: CON +D6

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 300 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Like their mothers a half-nymph both loves and reveres nature to more or less of an extent, but unlike an actual nymph a half-nymph does not have the dedication, or the long life span to stay inside the nymph woods for all eternity. Half-nymphs are naturally charming and likable, getting along with most anyone they meet. They also will generally have the curiosity, inventiveness, and ambition of the human parent, along with the love of nature and free spirited nature of the nymph parent. Like nymphs, half-nymphs value personal freedom and creative expression, demonstrating neither a love of leaders nor a desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable.

Half-nymphs have no lands of their own, but are often welcomed wherever they go. On rare occasion, some half-nymphs band together in a small tribe and live out in the wilderness, close to the home of their ancestors. Half-nymphs try to get along with everyone else. They are adept at fitting into many other races communities and making themselves valuable and welcome. Half-nymphs particularly get along well with half-elves whom they see as kindred spirits being both half human and half of a what is seen as a graceful and beautiful race. Often, because of their intense beauty, most any humanoid creature (and especially those of the opposite gender) are quite happy to get along very well with a half-nymph.

Government: None

Population: 140,000


Creating a Fae character

Step 1: Age
Determine your character's starting year. If older than 100 you need to determine which years you have been present in.
01-20 10 xD4 years
21-40 10 xD6 years
41-60 10 xD10 years
61-80 10 xD12 years
81-00 10 xD20 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but +3 for CHA. Hit points = CON +8, +8 per level. Mana = INT + WIS x4. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20. Hit points = CON +6, +6 per level.
Step 3: Skills

Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

Fae gain all the following free;

Natural Beauty - 10% chance per point that own CHA is greater than the victims’ of seducing them. 1 victim per 4 CHA will be paralysed with lust, +1 per level.

Additionally Fae start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Fae can establish telepathic communication with any normal or giant animal within line of sight if she does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
She can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked.

Further she can then recruit this animal as an ally. Once she does so he permanently psionically links with the animal turning it into a familiar. At any point she may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Fortitude 10 +1 Sanity save per 5 WIS, +1 at levels 2, 5, 9, 11, 13 and 17.
Linguistic 5 The character can speak and understand the language of whoever she is currently talking to.
Magic Resistance 10 +1 save vs Spell per 5 WIS, +1 at levels 3, 6, 9, 12, 15 and 18.
Natural Chameleon 5 Using this ability the Fae can blend into and render herself nearly invisible in wooded areas, fields of tall grass, clumps of bushes, or any other wilderness area with dark or shaded terrain. When hiding she can conceal herself from attackers and eavesdrop on his enemies. She can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

She may also move with a minimum of sound, almost as if she's walking on air. Even creatures with the sharpest ears are no more likely to detect her presence than they are to hear a feather drop.

Nature Heal 5 Whenever in a wooded area she can heal at phenomenal rates. She must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize her condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Nightsight 10 The character can see in absolute darkness at a distance equal to her normal sight.
Spellcast 10 The cost is for each sphere of magic she wishes to learn. She starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 3 spells +3 per level. The spells can only come from Faerie. See Fae Attributes for how much mana she has. Other spheres may only be learnt if she takes a Mage class which gives her that training.
Will 10 This ability gives the character +1 per 4 WIS to save vs any Possession, Mind Control, Paralysis, Sleep and Charm based attacks. And an additional +1 every 3 levels.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes
Any but Mages are preferred over Fighters.



Earth Races