Some fae view humans as impudent children, needing guidance and love. Others view them as foreign curiosities, with grand deeds outlasting relatively short lives.

Aislin views humans as a pestilence.

First and foremost, Aislin is a fierce friend to all the living animals on Luachmhar. She worries most for the livestock and poultry who serve the human population of the island, living often brutal and short lives. Using her aptitude for magic, Aislin enlists the animals of Luachmhar as spies and works alongside Stag-Head to weed out the brutal farmers and herdsmen of the isle. Even the kindest farmer, however, is still a human, and Aislin demands the customary gift of a saucer of milk - or else!

While she keeps her nest in the Wilds, Aislin is a frequent visitor to Ballingort and Tullach Port, where she spies and play tricks on the humans, stalking the streets as a sleek black cat, and waiting for nightfall to cast her magics. She is rarely, if ever, seen in her fae form, instead preferring to remain a feline. As a cat, Aislin is as black as an oil slick, save for a small patch of white on her chest. She's often seen balancing a simple earthenware dish on her head. As a fae, Aislin is a particularly small and wild looking woman with perpetually youthful yet angular features, and piercing yellow eyes. Her hair is dark and often kept in a multitude of messy braids woven with carved charms, feathers, and tufts of fur. So fierce is her hatred of humans, she refuses to wear human-passing clothing, instead donning cobwebby garments of black, brown and grey which barely hide her lithe form.


Height: 4'8"

Weight: 70 lbs.


Quirks:

1. Nester: Aislin refuses to live in a human dwelling, and will even refuse to sleep under a roof. She prefers her nest, and often collects fresh sticks and trinkets to decorate her home.

2. Humorless: For a fae who spends most of her time playing tricks on humans, Aislin lacks a sense of humor. She will likely not laugh or react kindly to any jokes or funny situations. (The exception, of course, being laughing at humans who fall prey to her trickery.)

3. Teetotaler: Aislin does not partake in alcohol, and she considers it a foul human substance, even if fairy made. She will acknowledge alcohol consumption with annoyance, and may think less of or deeply pity alcoholics.

4. "Man's Best Friend" Is no friend of mine: Aislin considers all domestic dogs to be "traitors" to their fellow animals. She will only treat very young puppies or feral dogs kindly, and will regard any dog which has been trained by a human with the same dislike as she has for humans.

5. Squee!: While Aislin may be cold and calculating, she has a weak spot for cute baby animals. If she sees a young animal in trouble, she will not be able to help herself from intervening, despite any dangers to herself. She may also be unable to resist cuddling with baby animals, if given the opportunity.


Backstory Connections:

1. Stag-Head: Aislin and Stag-Head are compatriot protectors of the animals and plants of Luachmhar. Aislin is extremely loyal to Stag-Head, knowing he cares for the forests and farmlands. She has seen the way that humans regard him with distrust due to his fae features, and this has deepened her disgust for the humans of Luachmhar. 

2.  Cadhla: Aislin is the younger sister of Cadhla. They grew up very close, but became estranged after Cadhla refused the advances of a young human to whom Aislin had grown attached. When his heart was broken and he also refused Aislin, she was enraged. A mentor of the Unseelie court used the sad love triangle to stoke Aislin's hatred for humans and further divide Aislin from Cadhla, and now the sisters rarely speak.

Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience for less than the cost of a fancy coffee. Become a member.

Character Sheet


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

Title
Tack

Type
PC (Buddy)

Races
Cait Sidhe

Age
20

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. 

Disadvantages

Quirk - -1 point

A “quirk” is a minor feature that sets you aside from others. It has a negative point value, but it is not necessarily a disadvantage.  Sometimes, we don't have a feel for a character's personality until we do a scene or two with them.  As such, feel free to leave up to 3 of your quirks blank, but be sure to fill them in very soon once you get started.

 You may take up to five quirks at -1 point apiece . . . and if you do, you will have five more points to spend. These do not count against your disadvantage limit!  Quirks are just personality traits; the player is promising to add a bit of personality to the character, and in exchange, the character gets a few points. 

Use the "update" button to list what your (up to) 5 quirks are.  View the full text for more information. Quirk

Info (Disadvantages) - Information

Click here to browse Disadvantages. When you have found one you like, come back to this page and click "Add Ability" above.

Your character can start with up to -50 of negative points, including Disadvantages and any negative adjustments you want to make to your stats. If a Disadvantage you choose has a variable point cost or features to select, please specify by clicking "Update" on the top right corner of the card.

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

Body Language - Skill: Per/A

Defaults: Detect Lies -4, or Psychology -4

This is the ability to interpret a person’s facial expressions and body posture in order to gauge his feelings. You can use it like the Empathy advantage (p. 51) or Detect Lies skill (p. 187), but only on a subject you can see. You can also use it to get a rough idea of what a party member is doing or about to do in a situation where he cannot communicate with you directly (for instance, when using Stealth). You can only observe one subject at a time. The ability to read body language in combat is a standard part of any Melee Weapon or unarmed combat skill; see Feint (p. 365).

Modifiers: All Vision modifiers; physiology modifiers (see box); +4 if your subject is Easy to Read (p. 134). Anything that makes the subject harder to “read” gives a penalty: baggy clothing gives -1, a shield or a voluminous cloak gives from -2 to -4, and a mask gives -5 (and makes it impossible to use this skill if you cannot see the rest of the body!).

Hidden Lore (Faeries) - Skill: IQ/A

This skill represents knowledge that is lost, deliberately hidden, or simply neglected. Whatever the reason, the general public is unaware of it. It is only available to those who study it specifically. You must specialize in a particular body of secret knowledge. If you wish to enter play with Hidden Lore skills, you must account for this specific knowledge in your character story. To acquire Hidden Lore in play, you must find a reliable source of relevant information. Also keep in mind that if you're found to be spreading hidden information about powerful creatures, they may not be happy with you...

If you have Cultural Familiarity (Faeries), Savoire-Faire (Faeries), or Hidden Lore (Faeries), let us know so we can reveal the information hidden on this page. 

Info (Skills) - Information

  • Any skills you think you might use, add them here. 
  • We recommend putting 1 point each into 10-15 skills, maybe more. 
  • If there are skills you want to be good at, you can put 2, 4, 8, 12, etc. points into them.
  • All Skills
  • Skill Categories
  • Combat Skills (they function the same, but are separated for convenience)
  • Each time you find a skill you like, come back to this page and click "Add Ability" to add it. 

For each skill chosen, please use the "Update" button to indicate how many points you would like to spend.  This will be 1, 2, 4, 8, 12, etc. points. 

Templates

Info (Templates) - Information

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 )