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Cadhla is sweet and sociable and likes to surround herself with a comfy, padded wall of many friends.  She's affectionate (perhaps too much so) and kind (perhaps to a fault), but tends to second-guess herself when she isn't wrapped in a blanket of approval from those around her.  She is a free spirit without a judgmental bone in her body, and she loves to get people singing and dancing together.  She lives in Glaisinkyl, and everyone knows her and her voice there. She is a full-blooded Seelie fae, but finds Glaisinkyl to be just right for her - just crowded enough, without the bustling confusion of Tullach Port. 



  • Height: 4'10''
  • Weight: 90 lbs. 
  • She loves to give and receive hugs and snuggles.  This might mean hugging strangers who aren't expecting it. 
  • She generally assumes that she is bad at anything that doesn't involve music. 
  • She is sensitive; if someone tells her to go away or makes her feel bad, her next IQ-based roll in their presence is at -2. 
  • She enjoys misleading and playing tricks with words, but only in good fun, never to harm. 
  • Often easy to read. 

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Character Sheet


Editing the spreadsheet won't be required of players,
but if you ever want to, here is the edit link.

Title
Tetra

Type
PC (Buddy)

Races
Cait Sidhe

Age
22

Gender
Female

Character Basics

Social Characteristics

Technology Level (TL) ±5 points per level In summary, if you come from a place of higher technology level, it costs you points, and if you come from a place of lower technology level, you get points back.

Culture When dealing with an unfamiliar culture, you have -3 to use any skill with a significant cultural component, including Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, Heraldry, Intimidation, Leadership, Merchant, Poetry, Politics, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, and Teaching. To get rid of this penalty, you'll want to get the advantage, "Cultural Familiarity."

Language

You are assumed to be able to read and write in the common language.  In order to know any more languages, spend points as follows:

Broken: You can recognize important words and understand simple sentences if they are spoken slowly. You have -3 when using skills that depend on language, such as Fast-Talk, Public Speaking, Research, Speed-Reading, Teaching, and Writing. This doubles to -6 for artistic skills that rely on the beauty of the language (Poetry, Singing, etc.). In stressful situations – e.g., encounters involving combat or reaction rolls – you must roll against IQ to understand or make yourself understood in the language. On a failure, you convey no information, but you may try again. Critical failure means you convey the wrong information! For hurried speech, bad phone connections, etc., this roll is at -2 to -8! 2 points/language.

Accented: You can communicate clearly, even under stress. However, your speech and writing are idiosyncratic, and it is obvious that this is not your native language. You have -1when using skills that depend on language, doubled to -2 for artistic skills. You receive no reaction penalty from native speakers, but you will be unable to pass for a native (this can be a major problem for would-be spies!). 4points/language.

Native: You have full mastery of the language, including idioms. You can think in the language. You have no penalty to use skills that depend on language. You start with one language at this level for free. If you buy Native comprehension in a foreign tongue, you can pass for a native speaker. 6points/language.


Wealth  ±4 points per level

You have a Wealth stat. It starts at 6. This number represents your ability to buy "cool" things, but other than that, you can have any items that make sense. For more information, see Wealth


Most characters will leave these values alone, but if you'd like to spend any points here, please use a "note" to indicate how many.

Secondary Characteristics

“Secondary characteristics” are quantities that depend directly on your attributes. You can raise or lower these scores by adjusting your attributes. You can modify some of them directly: start with the value calculated from your attributes and spend the required points to adjust it away from that base level. This does not affect the related attribute scores. Your character sheet will handle this for you, but if you want to learn how they are calculated, it's detailed below.

Damage (Dmg)Your ST determines how much damage you do in unarmed combat or with a melee weapon. Two types of damage derive from ST: Thrusting damage (abbreviated “thrust” or “thr”) is your basic damag ewith a punch, kick, or bite, or an attack with a thrusting weapon such as a spear or a rapier. Swinging damage (abbreviated “swing” or “sw”) is your basic damage with a swung weapon, such as an axe, club, or sword – anything that acts as a lever to multiply your ST. The sourcebook has a table that gives the damage die for each value of ST, and your character sheet will take care of this for you.

Basic Lift (BL)Basic Lift is the maximum weight you can lift over your head with one hand in one second. It is equal to (STxST)/5 lbs, and your character sheet handles that for you. If BL is 10 lbs. or more, round to the nearest whole number; e.g.,16.2 lbs. becomes 16 lbs. The average human has ST 10 and a BL of 20 lbs. Doubling the time lets you lift 2xBL overhead in one hand. Quadrupling the time, and using two hands, you can lift 8xBL overhead. The amount of equipment you can carry – armor, backpacks, weapons, etc. – is derived from BL. The sourcebook describes the calculation and gives a table, but your character sheet will handle this for you.

Hit Points (HP) ±2 points per ±1 HP Hit Points represent your body’s ability to sustain injury. By default, you have HP equal to your ST. For instance, ST 10 gives 10 HP. You can increase HP at the cost of 2 points per HP, or reduce HP for -2 points per HP, no more than three times. You temporarily lose HP when you get hurt. You can also “burn” HP to power certain supernatural abilities. If you lose enough HP, you will eventually fall unconscious; if you lose too many HP, you will die. Lost HP do not reduce ST, despite being based on ST. Injury is often compared to a multiple of your HP; e.g., “2xHP” or “HP/2.” Where this is the case, use your basic HP score in the formula, not your current HP total.

Will ±5 points per ±1 Will Will measures your ability to withstand psychological stress (brainwashing, fear, hypnotism, interrogation, seduction, torture, etc.) and your resistance to supernatural attacks (magic, psionics, etc.). By default, Will is equal to IQ. You can increase it at the cost of 5 points per +1, or reduce it for -5 points per -1. You cannot raise Will past 20, or lower it by more than 4, without GM permission. Note that Will does not represent physical resistance – buy HT for that!

Perception (Per) ±5 points per ±1 Per Perception represents your general alertness. The GM makes a “Sense roll” against your Per to determine whether you notice something. By default, Per equals IQ, but you can increase it for 5 points per +1, or reduce it for -5 points per -1. You cannot raise Per past 20, or lower it by more than 4, without GM permission.

Fatigue Points (FP) ±3 points per ±1 FP

Fatigue Points represent your body’s “energy supply.” By default, you have FP equal to your HT. For instance, HT 10 gives 10 FP. You can increase FP at the cost of 3 points per FP, or reduce FP for -3 points per FP, up to three times, excluding FP you gain from templates. Also, while HT is usually limited to 20, there is no such limit on FP.

You burn FP gradually during strenuous activity. Disease, heat, hunger, missed sleep, and the like can also sap FP. You can deliberately “spend” FP to fuel extra effort (seep. 356) and supernatural powers (e.g., magic spells). As well, some attacks cause FP damage instead of or in addition to HP damage. If you lose enough FP, you will slow down or fall unconscious – and if you lose too many, you risk death from overexertion! Lost FP do not reduce HT, despite being based on HT. Fatigue is often compared to some multiple of your FP; e.g., “2xFP” or “FP/2.” Where this is the case, use your basic FP score in the formula, not your current FP total.


Basic Speed (BS) ±5 points per ±0.25 Speed Your Basic Speed is a measure of your reflexes and general physical quickness. It helps determine your running speed (see Basic Move, below), your chance of dodging an attack, and the order in which you actin combat (a high Basic Speed will let you “out-react” your foes). To calculate Basic Speed, add your HT and DX together, and then divide the total by 4. Do not round it off. A 5.25 is better than a 5! The character sheet handles these calculations for you. You can increase Basic Speed for 5 points per +0.25, or reduce it for -5 points per -0.25, up to ±2.00.

Dodge You must roll under your Dodge on 3d to duck or sidestep an attack. Your Dodge defense equals Basic Speed +3, dropping all fractions. For instance, if your Basic Speed is 5.25, your Dodge is 8. Encumbrance reduces Dodge. The sourcebook gives calculations and tables for this, but your character sheet will take care of it for you.

Basic Move (BM) ±5 points per ±1 yard/second Your Basic Move is your groundspeed in yards per second. This is how fast you can run – or roll, slither, etc. – without encumbrance (although you can go a little faster if you “sprint” in a straight line. Basic Move starts out equal to Basic Speed, less any fractions; e.g., Basic Speed 5.75 gives Basic Move 5. An average person has Basic Move 5; therefore, he can run about 5 yards per second if unencumbered. Your character sheet will handle all of this for you. You can increase Basic Move for 5points per yard/second or reduce it for-5 points per yard/second. For normal humans, training or a sleek build can justify up to 3 yards/second of increased Basic Move, while disability or poor fitness can explain up to 3yards/second of reduced Basic Move.

Self Control (SC) ±4 points per level (houseruled)

The following mechanic is a houserule; it's different from what you would find in the sourcebooks.

Many mental disadvantages do not affect you constantly – you may attempt to control your urges. The “default” self-control number is 12: you must roll 12 or less on 3d to avoid giving in to your problem. You can increase or decrease it for 4 or -4 points, respectively. Note that high Will helps you make Fright Checks and resist supernatural emotion control, but it does not improve self-control rolls – not even for disadvantages with effects identical to these things. Mental disadvantages represent an aspect of your personality that you cannot simply will(or reason) away. This is part of what makes them disadvantages!

In circumstances that are likely to trigger your problems, you may opt to roll 3d against your self-control number to see whether your disadvantage actually affects you. If you roll less than or equal to this number, you resist your disadvantage – this time. Otherwise, you suffer the listed effects. This is called a self-control roll. Like all success rolls, self-control rolls are subject to modifiers. You may also roll for self-control any time you feel it makes sense for your situation, and rolling is never required; you can opt to give in if you feel it's what your character would do. The purpose of the roll is to help you when you aren't sure how you want to play it.


Please use a "note" to tell us how many points you would like to spend on some or all of these items. Even if you're leaving them all at 10, please leave a note so that we know you didn't miss a step. 

Basic Attributes

What are basic attributes?Four numbers called “attributes” define your basic abilities: Strength(ST), Dexterity (DX), Intelligence (IQ),and Health (HT).

A score of 10 in any attribute is free, and represents the human average. Higher scores cost points: 10 points to raise ST or HT by one level, 20 points to raise DX or IQ by one level. Similarly, scores lower than 10 have a negative cost: -10 points per level for ST or HT, -20 points per level for DX or IQ. (Remember – negative point values mean you get those points back to spend on something else! 

Most characters have attributes in the 1-20 range, and most normal humans have scores in the 8-12 range. Scores above 20 are possible but typically reserved for godlike beings – ask the GM before buying such a value. The exception is ST, which can range significantly beyond 20 even for nor-mal humans. At the other end of the scale, a score of 0 is defined in special cases, but 1 is the minimum score for a human. No one may have a negative score.

For those new to GURPS, a "level" in something typically means to increase it by 1.  For instance, for 20 points, you can buy 2 levels of Strength, which gives you a Strength score of 12. 


Strength (ST) ±10 points/level Strength measures physical power and bulk. It is crucial if you are a warrior in a primitive world, as high ST lets you dish out and absorb more damage in hand-to-hand combat. Any adventurer will find ST useful for lifting and throwing things, moving quickly with a load, etc. ST directly determines Basic Lift, basic damage, and Hit Points, and affects your character’s Build.

Dexterity (DX) ±20 points/levelDexterity measures a combination of agility, coordination, and fine motor ability. It controls your basic ability at most athletic, fighting, and vehicle-operation skills, and at craft skills that call for a delicate touch. DX also helps determine Basic Speed (a measure of reaction time, p. 17) and Basic Move.

Intelligence (IQ) ±20 points/levelIntelligence broadly measures brainpower, including creativity, intuition, memory, perception, reason, sanity, and willpower. It rules your basic ability with all “mental” skills – sciences, social interaction, magic, etc. Any wizard, scientist, or gadgeteer needs a high IQ first of all. The secondary characteristics of Will and Perception are based on IQ.

Health (HT) ±10 points/level

Please use a "note" to tell us how many points you would like to spend on each of the four basic attributes.  Even if you're leaving them all at 10, please leave a note so that we know you didn't miss a step. 

Note: sdfsdfsdf

Combat Skills

Brawling - Skill: DX/E

Defaults: None

This is the skill of “unscientific” unarmed combat. Roll against Brawling to hit with a punch, or Brawling-2 to hit with a kick. Brawling can also replace DX when you attack with teeth, claws, horns, or other “natural weapons.”

Brawling improves damage: if you know Brawling at DX+2 level or better, add +1 per die to basic thrust damage when you calculate damage with Brawling attacks – punches, kicks, claws, bites, etc. Work out damage ahead of time and record it on your character sheet.

Brawling includes the ability to use the blackjack or sap. An attack with such a fist load is considered a punch at +1 to damage.

When you defend with bare hands, Brawling allows you to parry two different attacks per turn, one with each hand. Your Parry score is (skill/2) + 3, rounded down. Brawling parries are at -3 vs. weapons other than thrusting attacks. For more on barehanded parries, see Parrying Unarmed. 

See also: Buying Weapons and Armor

Disadvantages

Chummy - -5 or -10 points

You work well with others and seek out company. This trait comes in two levels.

Chummy: You react to others at +2most of the time. When alone, you are unhappy  and  distracted,  and  suffer  a-1 penalty to IQ-based skills. -5 points.

Gregarious: You  usually  react  to others  at  +4.  You  are  miserable when alone, and use IQ-based skills at -2 – or at  -1  if  in  a  group  of  four  or  less.  -10points.

Note: -5 points

Code of the Honest Ones - -5 points

This is a Code of Honor for all Faerie
  • Observing a Sidhe (but not others) without their knowledge is considered an act of violence. You might as well have punched them. If a Sidhe attacks as a result, it's considered self defense.
  • If you borrow something, return it in better condition.  Stealing from Sidhe is a horrible offense. 
  • If you say you are going to do something, it's extremely offensive if you don't. 
  • The words that leave my mouth are my responsibility; how you interpret them is not. 
  • Elder trees are sacred and must be protected. Respect and revere the Eldernymphs. 

Code of the Seelie - -10 points

This is a Code of Honor or Seelie Faerie

  • Death before dishonor.  Chivalry still lives.  Honor is the most important virtue, the source of all glory.  Personal honor must always be kept stainless.  Sometiems death is the only path which can erase a mark of dishonor. 
  • Love conquers all.  Love lies at the heart of the Dreaming.  True love transcends all and epitomizes what it means to be a Seelie.  Courtly love best expresses love in its highest form, although familial love and love of companions also serve as pure embodiments of that exalted virtue.  Anything is permitted in the name of true love. 
  • Beauty is life.  Beauty is a timeless, objective quality that, while it cannot be definied, is always recognized for itself.  Beauty is the muse of creation, the ultimate flowering of the Dreaming.  Once found, it must be protected, for it is both eternal and fragile.  To die in the service of beauty is an honor and a privilege. 
  • Never forget a debt. One gift deserves another.  The recipient of a gift is obligated to return the favor.  Likewise, a curse should be returned in kind.  An oath of friendship should be answered with a corresponding oath.  Never refuse to aid anyone to whom you are indebted.  Never forget a kindness... or a curse. 

Lecherousness* - -15 points

You have an unusually strong desire for romance. Make a self-control roll whenever in more than the briefest contact with an appealing member of the sex you find attractive. If they are very attractive, give yourself -5.  If they are drop-dead gorgeous beyond belief, give yourself -10. If you fail, you must make a “pass,” using whatever wiles and skills you can bring to bear.

Phobias - - Varies

A “phobia” is a fear of a specific item, creature, or circumstance. The more common an object or situation, the greater the point value of a fear of it. If you have a phobia, you may temporarily master it by making a successful self-control roll . . . but the fear persists. Even if you master a phobia, you will be at -2 to all IQ, DX, and skill rolls while the cause of your fear is present, and you must roll again every 10 minutes to see if the fear overcomes you. If you fail the self-control roll, you will cringe, flee, panic, or otherwise react in a manner that precludes sensible action.

Even the mere threat of the feared object requires a self-control roll at +4. If your enemies actually inflict the feared object on you, you must make an unmodified self-control roll.

Some common phobias:
Blood (Hemophobia): -10 points.
Darkness (Scotophobia): -15 points.
Heights (Acrophobia): -10 points.
Number 13 (Triskaidekaphobia): Roll at-5 if Friday the 13th is involved! -5 points.
Spiders (Arachnophobia): -5 points.

Note: Fear of swimming, -10 points

Leverage

Connections with Others - Gain 1 point per connection, unlimited!

Every time a backstory connection is made between you and someone else, you gain a character point.  You can initiate two connections, but there is no limit to how many people can initiate connections with you.

Use the "Note" of this ability to specify who initiated Backstory connections with you.

My Two Backstory Connections - Gain 1 point per connection, up to 2

Every time a backstory connection is made between you and someone else, you gain a character point.  You can initiate two connections, but there is no limit to how many people can initiate connections with you.

Use the "Note" of this ability to specify who you initiated Backstory connections with. If someone you've connected with leaves the game, you can make a new one with someone else, in which case, you gain another point. 

Skills

Acrobatics - Skill: DX/H

Default: DX-6.

This is the ability to perform gymnastic stunts, roll, take falls, etc. This can be handy on an adventure, as tightrope walking, human pyramids, and trapeze swinging all have useful applications. Each trick requires a separate skill roll, at whatever penalties the GM sees fit. If you are performing stunts on a moving vehicle or mount, roll against the lower of Acrobatics and the appropriate Driving or Riding skill.

You may substitute an Acrobatics roll for a DX roll in any attempt to jump, roll, avoid falling down, etc. As well, you may attempt an Acrobatic Dodge in combat – a jump or roll that avoids an attack in a flashy way. Finally, a successful Acrobatics roll will reduce the effective distance of any fall by five yards.

Acrobatic Dodge If you have put at least one point into the Acrobatics skill, you can try a “fancy” dodge once during your turn. You may define this as jumping over a sword blow, cartwheeling away, or whatever else you like. Make an Acrobatics roll before you attempt your Dodge roll. (If flying, roll against Aerobatics instead.) On a success, you get +2 to that Dodge roll. On a failure, you get -2. You can combine this option with a retreat.


Acting - Skill: IQ/A

Defaults: IQ-5, Performance-2, or Public Speaking-5.

This is the ability to counterfeit moods, emotions, and voices, and to lie convincingly over a period of time. A successful Acting roll lets you pretend to feel something that you do not. The GM may also require an Acting roll whenever you try to fool someone, play dead in combat, etc.

Impersonation is a special type of acting. To impersonate someone, you must first successfully disguise yourself (see Disguise, p. 187) – unless your victims cannot see you!

Note that Acting is not the same Fast-Talk (the art of the “quick con”) or Performance (the skill of screen and stage acting).

Modifiers: +1 for every point of IQ you have over the person you are trying to fool (or the smartest one in the group), or -1 for every point of difference if your victim is smarter than you; -3 for Low Empathy (p. 142); -1 to -4 for Shyness (p. 154); -5 for Truthfulness (p. 159), but only if you are trying to deceive someone. For impersonation only: -5 if you are not well acquainted with your subject; -5 if those you wish to fool are acquaintances of the subject (-10 for close acquaintances).

Climbing - Skill: DX/A

Default: DX-5. 

This is the ability to climb mountains, rock walls, trees, the sides of buildings, etc. See Climbing (p. 349) for details.

Modifiers: +2 for Brachiator; +3 for Flexibility or +5 for Double-Jointed; +1 for Perfect Balance; a penalty equal to encumbrance level.

Dancing - Skill: DX/A

Default: DX-5.

This is the ability to perform dances appropriate to your own culture, and to learn new dances quickly. Note that certain physical handicaps make this skill effectively impossible!

Modifiers: Cultural Familiarity modifiers (p. 23); -5 if the dance is unfamiliar (a dance is familiar once you have successfully performed it three times).

Diplomacy - Skill: IQ/H

Defaults: IQ-6 or Politics-6.

This is the skill of negotiating, compromising, and getting along with others. You may substitute a Diplomacy roll for any reaction roll in a noncombat situation, as described under Influence Rolls (p. 359).

Unlike other Influence skills, Diplomacy never gives a worse result than if you had tried an ordinary reaction roll. Failure with Fast-Talk or Sex Appeal alienates the subject, but Diplomacy is usually safe.

A successful roll also allows you to predict the possible outcome of a course of action when you are negotiating, or to choose the best approach to take.

If you know Diplomacy at level 20 or better, you get a +2 bonus on all reaction rolls!

Modifiers: +2 for Voice (p. 97); -3 for Low Empathy (p. 142); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157).

Fast-talk - Skill: IQ/A

Defaults: IQ-5 or Acting-5.

This is the skill of talking others into doing things against their better judgment. It is not taught (intentionally, that is) in school; you study it by working as a salesman, confidence man, lawyer, etc. In any situation that calls for a reaction roll, you may make an Influence roll against Fast-Talk instead; see Influence Rolls (p. 359). If you have Fast-Talk at level 20 or better, you get +2 on all reaction rolls where you’re allowed to talk!

Note that Fast-Talk differs from Acting (p. 174). In general, Fast-Talk is used to get someone to make a snap decision in your favor, while Acting is used for long-term dissimulation. However, there are situations in which the GM could allow a roll on either skill.

Modifiers: +2 for Voice (p. 97); -3 for Low Empathy (p. 142); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157); -5 for Truthfulness (p. 159). The GM may ask you for details of the story you are using, rather than just let you say, “I’m using Fast-Talk.” Your approach and the plausibility of the story may further modify the roll, at the GM’s discretion.

Musical Influence - Skill: IQ/VH

Defaults: None.

Prerequisites: Musical Ability 1 and either Musical Instrument or Singing at 12+.

This cinematic skill allows you to influence the emotions of others by playing a musical instrument or singing. In some settings, this is a magical or psionic talent, or a special form of hypnotism, and works with any instrument, as well as with voice. In other settings, this skill is associated with a specific type of magical or ultra-tech instrument.

To attempt Musical Influence, you must first get your audience to sit and listen to your performance. You must also make a successful Musical Instrument or Singing roll. You may then roll against your Musical Influence skill. On a success, you can adjust the reaction roll of your audience – to you or to anyone present – up or down by an amount equal to your margin of success, to a maximum of +3 (+4 for critical success). If you have only a few seconds, or if the audience is not paying full attention to your performance, you may adjust reaction rolls by ±1 at most, regardless of your margin of success.

Listeners who do not wish to be influenced may resist with Will. Hard of Hearing (p. 138) gives +4 to resist, and those with Deafness (p. 129) are completely immune.

It is up to the GM to determine whether this skill works on animals as well as sapient beings. In classic fantasy, it just might!

Against other players: If you succeed on a Musical Influence roll against another PC, gain leverage on them, regardless of whether they choose to make a Will roll.  If they opt out of the Will roll, or if they fail the Will roll, then all of your Influence skills against them are at +2 and all other rolls against them are at +1 for the next hour. Additionally, your next roll of any kind against them, no matter when that occurs, has a bonus equal to your margin of success.  Harming them ends the effect. On a critical success, increase these bonuses by 1.  On a critical failure, your Influence skills are at -1 against them for the next hour. 

Musical Instrument - Skill: IQ/H

Default: Special

This is the ability to play a musical instrument. With a successful skill roll, you give a competent performance. You must specialize in a particular instrument. Defaults between specialties range from -3 for similar instruments to “no default” for utterly unrelated ones, such as Musical Instrument (Drums) and Musical Instrument (Harp).

This skill includes the ability to read music in your culture’s notation system (if any). To see what instruments are present in the setting, view the full text of this skill. Musical Instrument.

Sex Appeal - Skill: HT/A

Default: HT-3.

This is the ability to impress those who are attracted to you or members of your sex. It has as much to do with attitude as it does with looks. If you are not willing to “vamp” someone to get what you want, you won’t have this skill – or want it.

You may substitute an Influence roll against Sex Appeal for any reaction roll made by someone who is attracted to members of your sex; see Influence Rolls (p. 359).

Usually, you may make only one attempt per “target,” although the GM might allow another attempt after a few weeks.

Against PCs: First, ask the other player if your character has done something that the target character could find attractive (please be generous with agreeing to this!).  If they say yes, then roll, and there is no opposing roll.  They may also opt to give you a +1 bonus to this roll if attraction is already there. If you succeed, they respond as they see fit, and you gain Leverage on them.  If it's a critical success, they also must choose one: 1) I give myself to you, 2) I promise something you want, 3) I get embarrassed or flustered and act awkward.

Modifiers: +2 for Voice (p. 97); -3 for Low Empathy (p. 142); -1 for Oblivious (p. 146); -1 to -4 for Shyness (p. 154); -2 for Stuttering (p. 157).

Singing - Skill: HT/E

Default: HT-4.

This is the ability to sing in a pleasing fashion. A successful roll means the audience liked your song.

Modifiers: Language Modifiers (p. 24), if you are singing in a foreign language; -2 if the audience does not understand the language; +2 for Voice (p. 97); -2 for Stuttering (p. 157).

Stealth - Skill: DX/A

Defaults: DX-5.

This is the ability to hide and to move silently. A successful roll lets you conceal yourself practically anywhere, or move so quietly that nobody will hear you, or follow someone without being noticed. If someone is specifically on the alert for intruders, the GM will roll a Quick Contest between your Stealth and the sentinel’s Perception.

Survival - Skill: IQ/A

Default: IQ-5.

This is the ability to “live off the land,” find safe food and water, avoid hazards, build shelter, etc. To live safely in a wilderness situation, you must make a successful Survival roll once per day. Failure inflicts 2d-4 injury on you and anyone in your care. There are many different types of Survival skill, which must be learned independently.

Symbol Drawing - Skill: IQ/E

Default: None.

This skill represents the art of drawing magical symbols, which involve Celtic Oghams with Sylvan symbols drawn through them.  This is part of the ritual for casting spells, but no roll for it is required in order to cast spells.  However, your skill level in any spell can never be higher than your skill level in Symbol Drawing. 

In order to use Symbol Drawing to cast spells, you need a way to draw them.  You can always draw them with charcoal/chalk/ink/etc. but that may not be practical on the go.  Instead, you can roll with this skill to create an Implement, a tool that allows the symbols to be drawn in the air.  The process takes one hour and can only be attempted once per day.  Common Implements include wands, staves, rods, little magic rocks, and daggers, but you could use anything you could draw precisely with.  On a success, you can use the Implement to draw symbols in the air and cast spells.  On a critical success, you have a +1 bonus to Symbol Drawing and all spells for the next 24 hours.  On a failure, you fail to attune to the object.  On a critical failure, the object is also destroyed.  Your Implement can only work for you, and you can only have one attuned at a time.

If you speak Sylvan natively you get +1 to this skill (only if it's your first language or if you spent the 6 points it at Native level as a second language). Most people pick up Sylvan as they study Symbol Drawing.

  • If your Symbol Drawing is 12-14, your comprehension level is Broken.  You can understand important words and understand simple sentences if they are spoken slowly. 
  • If your Symbol Drawing is 15-17, your comprehension level is Accented.  You can communicate clearly, even under stress, but you have a heavy accent. 
  • If your Symbol Drawing is 18+, your comprehension level is Native. You can pass for a native speaker.

For more information about communicating in languages you're not quite fluent in, see Social Characteristics

Tracking - Skill: IQ/A

Default: IQ-5.
This is the ability to follow a man or an animal by its tracks. Make a Tracking roll to pick up the trail, then roll every 15 minutes to avoid losing it, at a modifier ranging from 0 for soft terrain to -6 for city streets.

Templates

Cait Sidhe Abilities - Racial Template

  • Alternate Form (cat)You can concentrate for 10 seconds in order to transform into a cat.  You have black fur, pointed ears, and a white marking on your chest.  The cat form keeps the same weight as your humanoid form, and is about the height of a large dog.  Your traits and numbers all remain the same, but you also gain: Darkvision, Sharp Claws, Sharp Teeth, DX+2, Talent (brawling, jumping, climbing, survival, tracking) +2, Quadruped, Cannot Speak, No Fine Manipulators, Social Stigma (Animal), Horizontal, and Headpats: (The first time someone tells you a secret because they think you are an animal that doesn't understand, gain Leverage on them.  The first time someone pets your animal form and you enjoy it, give them Leverage.  The first time someone admires your animal form, gain Leverage on them.)
  • CatfallYou subtract five yards from a fall automatically (treat this as an automatic Acrobatics success – don’t check again for it). In addition, a successful DX roll halves damage from any fall (see p. 32). To enjoy these benefits, your limbs must be unbound and your body free to twist as you fall.
  • Speak with FelinesYou can converse with felines. The quality of information you receive depends on the beast’s IQ and the GM’s decision on what the animal has to say. It takes one minute to ask one question and get the answer – if the animal decides to speak at all. The GM may require a reaction roll (+2 to reactions if you offer food).
  • Feth Fiada

    This advantage is only available to those with faerie blood. 

    You can become invisible at will, but with the following limitations:

    • You must stand very still and close your eyes for three seconds to activate this ability. 
    • You are always visible to faeries and those with Second Sight.
    • If you are in someone's line of sight when you activate this ability to become invisible, they can still see you. 
    • This ability functions as Glamour for the purposes of being dispelled. 
    • There are other ways to see through it.  (Hidden Lore (Faeries)

    This ability comes with Second Sight, you don't have to purchase it separately. 

  • Unaging
  • Glamour 1
  • A Promise Is A PromiseYA Promise is a Promise: Whenever someone makes a promise to you (including if it's a deal), they gain a character point. Whenever someone breaks their word to you, you immediaetly know. You gain a character point, Leverage on them, and take +2 to your next roll to get vengeance.
  • Pointed Ears

    When someone catches a glimpse of you out of the corner of their eye, they could have sworn you have pointed ears.

    When encountering you with your ears uncovered for the first time, a person may roll against Per-2. On a fail, they don't notice. On a success, they briefly notice, but only out of the corner of their eye.  On a critical success, they can see your pointed ears even when looking straight at you.

    If you confirm for someone that your ears are pointed, or if they learn of your Sidhe blood, they can see them permanently. 

  • Capricious

    Your moods are totally unpredictable.  One minute you are happy and laughing, the next you are ferociously angry or burst into tears.  People who know you are extremely wary around you, since they do not know how you will react to anything they do or say, so they react to you at -2.  If you are in a position of authority, or have the power to get your own way due to physical or magical power, your subordinates are afraid of you and react at -4. 

    In any stressful or emotionally-charged situation, roll 1d.  On an even number, your emotions stay the same.  On an odd roll, your emotions become completely different.  You may also make this roll whenever you see fit, and the GM can ask for it at any time. 

  • SmallYou are physically quite small, below average when compared to most humans.  Your height is under 5 feet and your weight is under 120lbs. This gives you -2 ST when you resist knockback.  You get -2 to Disguise and Shadowing. Your HT may not be above 14.
  • Curious

    You are naturally very inquisitive. This is not the curiosity that affects all PCs (“What’s in that cave? Where did the flying saucer come from?”), but the real thing (“What happens if I push this button?”).

    Make a self-control roll when presented with an interesting item or situation. If you fail, you examine it even if you know it could be dangerous. Good roleplayers won’t try to make this roll very often . . .

  • Cold Iron: Vulnerability Cold x3, and Revulsion

    You take extra damage from cold iron. Whenever an attack made with a cold iron weapon hits you, the GM applies a special wounding multiplier of x3 to the damage that penetrates your DR. Regular wounding multipliers (for cutting, impaling, etc.) further multiply the damage.

    Whenever you come in contact with it, you must immediately make a HT roll. On a failure, you are at -5 to all skills and attributes for the next 10 minutes. If you ingest it, you are at -5 to attributes and -10 to all skills and Sense rolls for 10 minutes.

  • Extra SleepYou need a total of 10 hours of sleep per day.  You love naps!
  • Secret / Social StigmaIt's inadvisable to announce your nature in the human settlements.
  • Numbers Per +1, Will +1, Talent +2 ( Camoflage, Climbing, Naturalist, Stealth, Survival, Tracking )