Sprite

 

Species Name: Sprite, Spryte, Spr'ytt, 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.

Sprites are minute fey that often resemble insects. They are small enough that they rarely pose a physical threat to other creatures, though they tend to be quite powerful magically, and may pose a magical threat. Rarely malign, they are often fond of tricks and pranks, and find those with a good sense of humour often worth befriending.

Type: Humanoid

Physical Traits: Like Sprites, Sprites resemble tiny Elves, only with gossamer insect wings sprouting from their backs. They have insect wings which allow them to fly at up to 6 kph with a ceiling of 1 km.

Height: 2-3' feet with a wingspan of 2 ft

Weight: 6-25lbs

Abilities: Sprites can turn invisible at will. They can render themselves undetectable by normal, consciously willed sight. Enemies are -10 Thac0 to hit an invisible Sprites. They can affect themselves + an additional half a kg per WIS + half a kg per level. The Spritess 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 Sprites can also extend the area of invisibility beyond their body. This permits the character to protect others and more importantly to wear clothing.

Nightvision equal to normal vision.

Mobility: Legs, wings

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

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

Orbit/Climate: See Earth

Feeding Habits: Sprites eat fruits and nectar

Lifespan: 600 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Sprites are shy and reclusive faerie people, related to other faerie-folk, like brownies and leprechauns. They and live in meadows and wooded glens. Sprites hate evil and ugliness, and are capable of stout militancy, should their secluded homes be invaded by Orcs or worse. They fight with long, slim swords which do damage as a human-sized dagger, or their own special bows. Bows have a range half that of a human short bow and do only half as much damage (1-3 points). The tips of their arrows are coated with a special ointment concocted by the Sprites. Any creature struck by the drugged arrows, regardless of level, race, or magic resistance, must make a saving throw vs. poison or fall into a deep sleep lasting D6 hours. Normally Sprites do nothing more than take their victims to safe a place very far away (often confiscating their weapons in the process), though evil creatures may be slain. Sprites prefer to avoid other intelligent beings and live in places where they can have many celebrations, parties, and gatherings. They gather on most moonlit nights for singing and dancing, land sprites in the glens. Sprites live in sylvan woodlands, they monitor and protect forests and secluded glens. The sprites’ diminutive size and their dangerous environments keep sprite populations low. Sprites are very flighty, and find even Elves much too serious about most woodland affairs. Only elemental based mages deal with Sprites regularly. Some even receive a little of their training in the company of a few Sprites. Most Sprites love these mages for their love for nature make them see the forest in much the same way. If needed Sprites associate with rangers and geomancers as well. Sprites are loosely tribal, electing the best warrior among the group (male or female) as the group spokesperson. This leader is recognized as the one who makes major decisions and bargains with non Sprites. Sprites rarely wait for their leader’s decision, often attacking an evil creature before the leader can issue any command. Sprites keep watch on their fellow faeries, so they know who to invite to their frequent gatherings. A deserted meadow or glen is never empty for more than a decade before a new clan of Sprites moves in.

Government: Tribal

Population: 366,350

 

 

 

Creating a 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 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 Sprite. He can affect himself + an additional half a kg per WIS + half a kg per level. The 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 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 Sprites can change into the form of a small insect (choose one type at character creation) while retaining one's own memories, powers and attributes. Requires 1 action to transform. 
Animal Empathy 5 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 Sprite may heal at phenomenal rates when in a forest. 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 Sprite's extensive experience and training in jungles and forests 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.
Sense Hidden 5 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