(Generated 42 times)
Namelist Celt males (View names)
Rank Veteran
Race Human
Cult rank None
Notes Appearance: Short, elderly man with red/gray beard, wearing green with silver buckles. Habitat: Beneath trees, ruins, or abandoned castles. Habits: Solitary, enjoys whiskey and beer. Makes shoes, trickster nature. Powers: Fairy magic, can reveal hidden treasure if caught and watched closely. Tactics: Uses distraction to vanish and thwart captor's plans. He cannot use his magic as long as another creature is looking him in the eyes. Source : Bestiaire Faerique
STR 1d3+2
CON 3d6
SIZ 1d3+1
DEX 2d6+13
INT 1d4+14
POW 2d6+11
CHA 3d6
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 Teleportation*** Instant, 2 MP The faerie can teleport instantly to another location in its line of sight, provided it's not already occupied by an object or creature. It can teleport up high, but falls if it can't fly. Source: Bestiaire Faerique

Standard skills

Athletics STR+DEX+1d10 Brawn STR+SIZ+8d10 Conceal DEX+POW+2d10+50
Deceit INT+CHA+5d10+24 Endurance CON+CON+4d10 Evade DEX+DEX+3d10
Insight INT+POW+4d10+10 Perception INT+POW+8d10+10 Stealth DEX+INT+4d10+30
Swim STR+CON+1d10+20 Unarmed STR+DEX+1d4 Willpower POW+POW+2d10+14

Magic skills

Folk Magic POW+CHA+1d10+30

Custom skills

Passion: Unpredictable POW+POW+2d10+43 Passion: Hide His Treasure POW+POW+2d10+43 Passion: Making Shoes POW+POW+2d10+33
Passion: Drinking Whisky or Beer POW+POW+2d10+33

Combat styles


Weapon options

1-handed weapons

Amount: 0
Fist (1)
Bite (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Fist 1h-melee 1d4 M M - Grip,Stun Location Y N 0 0
Bite 1h-melee 1d6 M T - Grip,Bleed Y N 0 0

Folk spells

Amount: 5
SpellProb.   SpellProb.   SpellProb.   SpellProb.   
Babble 1 Befuddle 1 Might 1 Mimic 1
Repair 1 Ventriloquism 1