Sirine

In Greek mythology, the Sirines were dangerous yet beautiful creatures, portrayed as femme fatales who lured nearby sailors with their enchanting music and voices to shipwreck on the rocky coast of their island. Roman poets placed them on some small islands called Sirineum scopuli. All such locations were surrounded by cliffs and rocks.
When the Sirines were given a name of their own, they were considered the daughters of the river god Achelous, fathered upon Terpsichore, Melpomene, Sterope, or Chthon. Roman writers linked the Sirines more closely to the sea, as daughters of Phorcys. Sirines are found in many Greek stories, particularly in Homer's Odyssey. Their number is variously reported as between two and five. In the Odyssey, Homer says nothing of their origin or names, but gives the number of the Sirines as two.

 
 

Species Name: Sirine, Sirine, Seiren, Seirēn, Seirēnes

Sirines are playful, gregarious fey that dwell on sandy beaches, secluded coves and rocky islands.

Type: Humanoid

Physical Traits: Sirines resemble highly attractive human women. They wear flowers in their hair and their ragged clothing typically leaves little to the imagination. They have human skin tones ranging to a light yellow-green, and their hair can be almost any colour, though silver and dark green are the most common. Sirines have beautiful figures and wear scanty clothing at best.

Height: 6 ft

Weight: 150 lbs

Abilities: They can breathe water and air, and they have infravision to a range of 120 feet. They are able to dive down to a maximum depth of 8 metres per CON.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual. After a gestation period of nine months, they give birth to D4 baby Sirines, which are cared for by their mother until they are five years old. After that, they fend for themselves, living on the bounty of the sea. Reaching adulthood at 10 years, they live for about 50 years, and yet their beauty never leaves them.

INT: 3D6, WIS: 3D6, STR: 3D6 , DEX: 3D6 +2, CON: 3D6, CHA: 3D6 +3, MR: 3D6, HPs: CON +D8, AC: 3

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 100 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Sirines are encountered only in lonely places that are otherwise uninhabited. Most live near rocky outcroppings or small islands in the sea. Some choose to live in fresh water, but tend to avoid these areas because they are usually populated and sometimes difficult to reach.
Young Sirines often live with their sisters; these Sirines are the more social type. As a Sirine grows older, she becomes more reclusive and contemplative, however, and eventually looks for a home of her own where she can think and sing in solitude. Even then, they have a rare desire for companionship. Sirines usually mate with male humans. Some Sirines choose elves, tritons, or merfolk as mates, producing children with some of their parents’ traits (pointed ears from elves, green skin from aquatic elves, scales and webbed fingers and toes from merfolk and tritons). Sirines never form lasting relationships, for the call of the sea is too great to bind them. Sirines live to sing, and to think about the sea. If deprived of their voices, or confined away from water, they will slowly wither away until they die. Sirines often have great knowledge regarding the history of their area and any current events. They sometimes trade this knowledge for companionship. Sirines are not harmful to their environment in any manner. They kill only enough to eat, and never take too much from the sea. They have few natural enemies, and they are more than able of taking care of themselves. Though they make beautiful garments from sea shells, fish skin, and seaweed, they gain other belongings and treasure by scavenging shipwrecks

Government: Council

Population: 7,820,000

 



Creating a Sirine character

Step 1: Attributes
Roll attributes as normal but DEX +2, and CHA +3. 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 +8, +8 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

All Sirines gain all the following free;

Night Vision - The character can see in absolute darkness at a distance up to 120 feet.

Sirine Song - A Sirine's song has the power to infect the minds of those that hear it, calling them to her side. When a she sings, all creatures within a 3 metre per WIS radius must succeed on a Will saving throw or become captivated. A creature that successfully saves is not subject to the same Sirine's song for 24 hours. A victim under the effects of the captivating song moves toward the Sirine using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 3 metres of the Sirine simply stands and offers no resistance to the Sirine's attacks. This effect continues for as long as she sings and for 1 round thereafter. This is a sonic mind-affecting charm effect.

Additionally Sirines start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Sirines can establish telepathic communication with any normal or giant aquatic 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.

Followers 5 Each time this is bought the character has one loyal companion.
Immune 10 Immune to all forms of charm and magical coercion.
Increased Thac0 5 +1 Thac0 with ranged weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Natural Chameleon 5 Using this ability the Sirine can blend into and render himself nearly invisible in coral areas, kelp forests, clumps of seaweed, or any other area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled area and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop.

Nature Heal 5 Only ocean terrain maybe selected for healing at phenomenal rates. 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 Sirine's extensive experience and training in the ocean they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may take an additional +1.
Willpower 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.

 

 

Races