Nixie

 

Species Name: Nixie, Nixy, Nixi, Nizkie, Niskies

Nixies resemble somewhat attractive humanoids with green skin and hair and webbed appendages. Nixies are goodly and peaceful creatures, but are shy, reclusive and suspicious. Nixies desire friendship, and have the ability to charm others to become their friend. Nixies love music, and make instruments from reeds on the banks of streams.

Type: Micro Humanoid

Physical Traits: Nixies have webbed fingers and toes, pointed ears, and wide silver eyes. Most are slim and comely, and they have lightly scaled, pale green skin and dark green hair. Females are attractive, often twining shells and pearl strings in their thick hair, and they modestly dress in tight-fitting wraps woven from colourful seaweeds.

Height: 2-3' feet

Weight: 6-25lbs

Abilities: Nixies can turn invisible at will. They can render themselves undetectable by normal, consciously willed sight. Enemies are -10 Thac0 to hit an invisible Nixie. They can affect themselves + an additional half a kg per WIS + half a kg per level. The Nixie's body is totally transparent to the visible light spectrum. He cannot be mechanically detected or recorded (i.e. by photography or television) and is immune to attacks using visible light (lasers mostly). The Nixie can also extend the area of invisibility beyond their body. This permits the character to protect others and more importantly to wear clothing.

Nightvision up to 90 metres, hidden gills allowing breathing underwater. They are able to dive down to a maximum depth of 15 metres per CON.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6, WIS: 3D6, STR: 2D6 +2, DEX: 3D6 +1, CON: 3D6, CHA: 3D6 +1, MR: 2D6/swim 4D6, HPs: CON +D4, AC: 5

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 300 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Nixie dwellings are woven from living seaweed and difficult to detect (5% chance within 20 feet, impossible from farther away). Nixies keep giant fish as guards, either 1-2 gar (20%) or 2-5 pike (80%); these are taught to obey simple commands. Small bright, ornamental fish are kept as pets and trained to perform elaborate tricks. Trout, bass, and catfish are herded as food. Nixies can also summon 10-100 small fish, which takes 1-3 rounds.

Nixie tribes have 20-80 members, about one third are youth. Families have 4-8 members, and the tribe usually includes 10-15 families, all related through common ancestors. A Nixie tribe controls an area with a radius of 3-5 miles; when a tribe gets too large, 2-3 families split off to form a new tribe. Nixie tribes are ruled by the Acquar (water mother), a hereditary position held by a direct descendant of the original founding ancestor. She decides major disputes and chooses the most apt warrior to be the S’oquar, the warlord responsible for hunting and defense. The Acquar is advised by a council of elders, whose spokesperson is called the L’uquar, the keeper of the tribe’s oral history. Treasures, whether the spoils of war or the results of work or luck, are divided equally by the Acquar. Intertribal rivalries are often fierce, and females are sometimes kidnapped as brides, for nixies are polygamists, keeping 2-3 wives. Nixies worship water and nature powers.

Lakes with Nixie tribes are kept clean and well stocked; often, human slaves work to improve the environment through the removal of trash and obstructions. Nixie artifacts include jewellery of shells, pearls and opals, silk from water spiders, and potions of water breathing.

Government: None

Population: 4,151,610

 

 

 

Creating a Nixie character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in. 100 + (10 xD10) 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 STR 2D6 +2, DEX and CHA +1, while AC is 5. 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. Hit points = CON +4, +4 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

All Nixies gain all the following free;

Invisibility - With this power a character can render himself undetectable by normal, consciously willed sight. Enemies are -10 Thac0 to hit an invisible Nixie. He can affect himself + an additional half a kg per WIS + half a kg per level. The Nixie's body is totally transparent to the visible light spectrum. He cannot be mechanically detected or recorded (i.e. by photography or television) and is immune to attacks using visible light (lasers mostly). The invisibility range can be extended to cover other sections of the energy spectrum (infrared and ultraviolet light, radio waves, hard radiation); this also bestows immunity to attacks using these forms. At these levels the character can also extend the area of invisibility beyond his body. This permits the character to protect others and more importantly to wear clothing.

Night Vision - The character can see in absolute darkness at a distance equal to his normal sight.

Additionally Nixies start with 30 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Agile 5 +1 AC
Animal Empathy 5 Nixies can establish telepathic communication with any tiny or normal sea animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He 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. It will answer any of his questions.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he 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.

Increased Thac0 10 +1 Thac0 with ranged weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Mana 5 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Survival 5 Due to a Nixie's extensive experience and training underwater they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may either take an additional +1 with their terrain.
Sense Hidden 5 Nixies gains +1 per 5 INT to detect a hidden object, door, person, etc.
Sonar 10 The character can sense objects in total darkness including shape, distance, direction and speed while in a liquid environment. It has a radius of 10 metres per WIS, +10 metres per level radius. +1 Initiative. 
Spellcast 5 The character 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. Other spheres may only be learnt if he takes a Mage class which gives him that training.
Will Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
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 Shamans are favoured by magic welders.

 

Races