Fir darrig - The Faerie Trickster

(Generated 49 times)
Namelist Celt males (View names)
Rank Skilled
Race Human
Cult rank None
Notes Appearance: Chubby, 1m tall, dark wrinkled skin with red coat and hat. Tattered clothes, carries a shillelagh topped with a skull. Habitat: Prefers coastlines, marshes, bogs, graveyards, ruins. Occasionally visits human homes, cursing those who refuse him entry. Personality: Friendly to hospitable humans, plays pranks using illusions. Can inspire artists or help humans in Faerie. Powers: Master of illusions; can imitate any sound to enhance illusions or pranks. Uses the environment and deceptive tactics for defense. The fir darrig is capable of imitating the sound of any creature, as well as various natural sounds such as rustling leaves, the crash of waves on rocks, etc Source: Bestiaire Faerique.
STR 3d6
CON 3d6
SIZ 1d3+2
DEX 2d6+8
INT 2d6+7
POW 2d6+9
CHA 2d6
D20Hit locationArmor
01-03 Right leg 0
04-06 Left leg 0
07-09 Abdomen 0
10-12 Chest 0
13-15 Right arm 0
16-18 Left arm 0
19-20 Head 0
Movement 6
Natural armor No

Non-random features

Ability ***Allergy to Salt and Iron*** If exposed to the substance it suffers 1d6 damage per Combat Round to those locations in contact. Worn armour blocks if not fully drenched , natural protection does not.
Ability **Faerie Magic** Use the Folk Magic percentage. One turn is enough to cast a power or spell. Faeries don't need to speak or perform gestures to cast a power or spell. *Magnitude:* By default, all powers and spells cast with the Faerie Magic skill have a *magnitude of 4*. *Permanent:* The effect lasts until the power's target is killed or destroyed, or the power is dispelled *Zone:* The power affects all targets within the specified radius. Faerie powers operating at a distance don't use the At a *Distance* trait; they can be cast as long as the target is in the faerie's *line of sight*. This is specified in the descriptions. *Recovery:* Faeries recover their magic points autonomously (page 112 of Mythras) at a rate of 1 point per hour. Source: Bestiaire Faerique
Ability **Faerie Resistance** Faeries with this capability take only half the damage from natural weapons or materials other than iron. Additionally, the difficulty of their magical resistance tests decreases by one level.
Faerie Magic ***Faerie Illusion*** Concentration, Zone (radius of 10 m2), Resistance (Will), 6 MP To create a convincing illusion, the faerie alters the sensory projections of all or part of either the affected area or the creatures within. The illusion can involve all five senses, but it only works on a creature if it is entirely within the zone and fails its resistance test. Source: Bestiaire Faerique
Faerie Magic ***Faerie Gift*** Contact, Permanent, 4 MP The targeted intelligent creature, as long as it retains the favor of the faerie granting the gift, receives a +25% bonus to a craft, healing, musical, or magical skill. A given creature can only receive one Faerie Gift. Source: Bestiaire Faerique
Faerie Magic ***Minor Blessing*** Contact, Special Duration, 1 MP per blessed creature A faerie can only grant such a blessing once to a given intelligent creature. The affected intelligent creature (which cannot be the faerie itself or another faerie) receives one of the following effects, player's choice: Automatic critical success on a skill test chosen by the player within 24 hours after the blessing. Gaining a luck point. Source: Bestiaire Faerique
Faerie Magic ***Minor Curse*** Contact, Special Duration, 1 MP per cursed person A faerie can only inflict such a curse once on a given intelligent creature. The affected creature (which cannot be the faerie itself or another faerie) suffers one of the following effects, GM's choice: Automatic fumble on a skill test chosen by the GM within 24 hours after the curse. Loss of a luck point. Source: Bestiaire Faerique
Faerie Magic ***Faerie Stealth*** Faeries with this ability blend into their surroundings, becoming nearly invisible to regular observation. However, Faerie Stealth is only effective when the faerie is in a suitable environment. For example, a gwarchell (page 6), which shuns light and lives underground, could only use it in darkness. As long as the faerie affected by this power remains motionless, crouched, or pressed against the ground, they cannot be detected by standard visual Perception checks. If they move, an attentive observer might notice the constant changing patterns on their body. Under these circumstances, when an observer tries to interact with the faerie — whether to locate, attack, defend against, etc. — the difficulty of their tests increases by one level. Creatures with other primary senses or magical perception are unaffected by this power. Source: Bestiaire Faerique

Standard skills

Athletics STR+DEX+2d10 Brawn STR+SIZ+1d6+4 Conceal DEX+POW+2d10+40
Deceit INT+CHA+5d10+8 Endurance CON+CON+5d10 Evade DEX+DEX+3d10+30
Insight INT+POW+6d10 Perception INT+POW+3d10+40 Stealth DEX+INT+2d10+30
Swim STR+CON+3d10+30 Unarmed STR+DEX+1d4 Willpower POW+POW+4d10+10

Magic skills

Folk Magic POW+CHA+2d10+40

Custom skills

Passion: Warming Up a Good Fire POW+POW+3d10+40 Passion: Tasteless Pranks POW+POW+5d10

Combat styles


Weapon options

1-handed weapons

Amount: 0

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Folk spells

Amount: 6
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Babble 1 Befuddle 1 Curse 1 Phantasm 1