Sprite, Sea

 

Species Name: Sea Sprite, Sea Fairy, Sea Spryte, Sea Spr'ytt, Sea Spright

The word "sprite" is derived from the Latin "spiritus" (spirit). Variations on the term include "spright" (the origin of the adjective "sprightly", meaning "spirited" or "lively") and the Celtic "spriggan". The term is chiefly used in regard to elves and fairies in European folklore, and in modern English is rarely used in reference to spirits or other mythical creatures.

Sea sprites are the aquatic version of normal sprites. As their name implies, they are joyful fey who dwell in the sea. Their hair resembles strands of seaweed and they have large, fish-like eyes. The skin of a sea sprite is pale blue. Lacking wings, sea sprites cannot fly, but thanks to fine webbing in their fingers and toes they are adept swimmers. Sea sprites can breathe both air and water without difficulty.

Type: Micro Humanoid

Physical Traits: Sea Sprites have fine, cheerful faces, with rounded cheeks and wide, fish-like eyes. Their hair is the colour and texture of seaweed, and reaches down to the gills on their necks, which enable Sea Sprites to breathe water as well as air. Their skin is light blue, smooth, and slick. Sea Sprites have no wings, but webbing grows between their toes and fingers.

Height: 2-3' feet

Weight: 6-25lbs

Abilities: Sea Sprites can turn invisible at will. They can render themselves undetectable by normal, consciously willed sight. Enemies are -10 Thac0 to hit an invisible Sea Sprite. They can affect themselves + an additional half a kg per WIS + half a kg per level. The Sea Sprite'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 Sea Sprite 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: Sea Sprites eat seaweeds, small crustaceans, and fish. They raise fish and never deplete the reefs where they live.

Lifespan: 600 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. The wingless Sea Sprites make their homes on colourful coral reefs, living in harmony with the sea creatures, protecting the reefs’ delicate environment, and frolicking in the waves. About half of the Sea Sprites encountered carry special crossbows. In the hands of Sea Sprites, these crossbows function like light crossbows above and below water. Sea Sprites coat their crossbow bolts in Sprite sleep ointment. Sea Sprites hate and fear Sahuagin, and kill those they put to sleep. Air breathers are left on a nearby beach provided they have neither harmed nor attempted to harm the coral reef. Sea sprites are 45% likely to be accompanied by ld6 large carnivorous fish, such as barracudas. These fish act as guards and pets, attacking any creature that threatens the sprites.

Habitat/Society: Sea sprites live in natural caves in coral reefs, or amid large wrecks. Though sea sprites can breathe air, they rarely set foot on land. Their homes are cheerfully decorated with a mishmash of seashells, bones, pearls, free-swimming and colourful pet fish, and artifacts taken from sunken ships. Sea sprites live in small communities of four or five families. While each community is led by the eldest male, the true power often rests in the hands of his mate.

Ecology:  The only natural enemies of Sea Sprites are Sahuagin. Sea sprites usually live for several centuries. They sometimes trade with sea elves but never mix socially with them.

Government: None

Population: 476,480

 

 

 

Creating a Sea Sprite character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in.
01-20 100 xD10 years
21-40 100 x2D10 years
41-60 100 x4D10 years
61-75 100 x6D10 years
76-90 100 x8D10 years
91-00 100 x10D10 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 Sea Sprites 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 Sea Sprite. He can affect himself + an additional half a kg per WIS + half a kg per level. The Sea Sprite'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 Sea Sprites 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
Alternate Form 10 Sea Sprites can change into the form of a small aquatic animal (choose one type at character creation) while retaining one's own memories, powers and attributes. Requires 1 action to transform. 
Animal Empathy 5 Sea Sprites can establish telepathic communication with any tiny or normal 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.

Natural Mana 5 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Heal 5 A Sea Sprite may heal at phenomenal rates when undersea. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Nature Survival 5 Due to a Sea Sprite'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 Sea Sprites gains +1 per 5 INT to detect a hidden object, door, person, etc.
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