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. 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. |